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}}
}}


== 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''':
|-
 
| b+3 || {{MoveGet|Paul-b+3|startup}} || {{MoveGet|Paul-b+3|target}} || {{MoveGet|Paul-b+3|block}} || {{MoveGet|Paul-b+3|hit}}
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.
|-
 
| df+2 || {{MoveGet|Paul-df+2|startup}} || {{MoveGet|Paul-df+2|target}} || {{MoveGet|Paul-df+2|block}} || {{MoveGet|Paul-df+2|hit}}
 
|-
'''ff+4''':
| 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}}
 
|-
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.
| 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}}
'''uf+3''':
|}
 
<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.
 
 
=== Enders ===
* fff+2: for damage/ floor break
* d+4,2,1+2: wall travel and wall breaks
* df+2: okizeme
* qcf+2: uhhhhhaaaaa
 
== Poke Theory ==
 
* 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. 
 
* ss+3 is a low with great reach. It has guaranteed damage follow-ups on counter hit.  
 
* Create pressure utilizing plus on block moves on opponents,  uf+2, df+1,b~ SWA, ect..
 
* Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+2 to crush high and launch the opponent for big damage.
 
== Pokes ==
 
* i14 DF1,b - 11 DMG  - #PLUSOB #SWAY - Best way to pressure with sway
 
* i15 3,2,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure
 
* i15 QCB2 - 27 DMG  - #safeOB #heatEngager - Natural follow-up for any of the sway pokes


* i15~17 F,F+2 - 14 DMG - can cancel
;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.


* i18 QCF 3 - 18 DMG - #chLauncher #unsafe
;SWA.1+2
:Best range among Paul's launchers. Has some high evasion on startup, but punishable at -14.


* i19 SS.3 - 17 DMG - Good range pressure tool, natural follow-up on counter hit; d+1+2 for 50 DMG.  
;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.


=== At wall: ===
;f,F+4
* i12 - FF1+2 - 38DMG Throw - Sets up Wall combo if Unbroken
: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.


* i15 D4,2,1+2 - 38 DMG - #unsafe #launchPunishable #wallbreak - Demoman :)
{|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.


* i19 CH SS3 > D1+2 - 50 DMG - #unsafe #wallbreak
{|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/>


* i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
{|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.


=== Pressure ===
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| 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.


{{WhiffPunisherTable
;f,F+2&#58;1
|character=Paul
:Second hit can be ducked but requires awareness and fast reaction. At -4, mashing on block can generally be backdashed or sidestepped.
|{{o| moveId = Paul-CS.2}}
|{{o| moveId = Paul-f,F+2,1}}
|{{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 ==
* i11 - B 1+4 -  40 DMG  - 1 break


* i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
{|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.


* i12 FF1+2 - 38 DMG - #wallbreak  - 1+2 break
;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.


* i12 2+4 B hold - 40 DMG - 2 break
;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.


* i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
;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.


: DF1+3 > QCF 2 - #wallbreak #uhhhhaa
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| class="wikitable-heading" colspan="6" | Low
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
|-
| 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}}
|-
| 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}}
|-
| 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}}
|-
| 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}}
|-
| 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}}
|}
<references/>
;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.


* Takedown.2,d+1,1,1+2 -50 DMG  - 1 break
;d+4,2&#58;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.


* Takedown.1+2 - 25 DMG - 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.


== Frame Traps ==
=== 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}}
|}


=== Setup moves: ===
; Heat Smash (H.2+3)
* i12 DF1+3 (throw +9/ -2 ob)
: Demoman, but faster and with no Clean Hit requirement. Least punishable low Heat Smash in the game at -12.


* i12 DF1,b (+3ob/+9oh)
; 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.


* i15 SWA4 (+1ob)
=== 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}}
|}


* i22 UF2 (+5ob)
=== 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


* i20 SS1 (+8ob)
|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/>


=== Samples ===
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
==== Safe ====
|-
* i15 SWA4 (+1 ob) > 1,2 (-3 ob)  - 18 DMG
| 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/>


* i20 SS1 (+8 ob) > QCF 1(-4 ob, #launcher) -21 DMG
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| 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/>


* i22 UF2 (+5 ob) > B3 (-9 ob, #launcher) - 19 DMG
=== 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/>


==== Unsafe ====
=== Tornado ===
* i15 SWA4 (+1 ob) >!i10 1,2,3(-25 ob) can be hit confirmed - 25 DMG
{|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/>


* i20 SS1 (+8 ob) > QCB1+2(-14 ob, #launcher)
=== 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.


== Deep Dive Startup Delay ==
;f,F+2&#58;1
:Useful for splatting at ranges where Demoman will not recover in time for a wall combo follow-up.


Paul's attacks (both WS and DPD) start up as many as 10 frames slower when executed quickly after DPD.
;ws3,2
<gallery>
:Useful for splatting at ranges where Demoman and f,F+2&#58;1 will not recover in time for a wall combo follow-up.
Dpd iws1.png|iWS1 (normally i15~16) hitting on frame 25
Image23.png|DPD.2 (normally i15) hitting on frame 25
</gallery>


An immediate press after DPD (WS1/WS2/WS3/WS4/DPD2/DPD4/DPD3+4) will add 10 frames of startup to that move, but this delay decays gradually for every subsequent frame after the DPD input, until startup eventually returns to normal. For example:
;DPD.2,1
:High damage 2-hit carry string. Second hit uses Tornado, which can limit follow-up combo potential after a wall splat.


* WS1 startup is i15~16
;f,F+3,4,4
* d, df, d, df, WS1 startup is i25~26
:Paul's highest damage carry from ranges where Demoman is too far to wall splat.
* d, df, d, df, (4f delay), WS1 startup is i21~22
* d, df, d, df, (5f delay), WS1 startup is i20-21
And so on until 9f delay (10f after DPD), when WS1 startup is back to the regular i15~16.


This has practical drawbacks for several moves, but it most notably affects iWS1,2 - be mindful of this extra startup before using it at long range, and avoid using DPD inputs for iWS at closer ranges whenever possible.
==== At Wall ====
;ff+1+2
Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall.


== Other ==
;df+1+3&#58;qcf+2
* Canceling ff+2,2 via db input gives access to easy crouch pressure mixups such as Ultimate Tackle (fc.d+1+2), and Thunder Palm (ws.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 10,30
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] 10,30
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] 10,30
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.