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 ===
{{MoveDataHeader}}
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="5" border="1"
{{MoveQuery|Paul-df+2}}
|-
Fantastic safe on block high-evading 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 countered via armored moves or, if you are neutral or at a disadvantage, quick counter hits.
| class="wikitable-heading" colspan="5" | Main
{{MoveQuery|Paul-b+3}}
|-
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.  
! class="unsortable"| !! Startup !! Level !! oB !! oH
{{MoveQuery|Paul-f,F+4}}
|-
Cartwheel launcher. This will give you variable frames on block 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. Slow (i27~i34) startup makes it vulnerable to float attacks and sidesteps.
| b+3 || {{MoveGet|Paul-b+3|startup}} || {{MoveGet|Paul-b+3|target}} || {{MoveGet|Paul-b+3|block}} || {{MoveGet|Paul-b+3|hit}}
{{MoveQuery|Paul-uf+3}}
|-
{{MoveQuery|Paul-uf+4}}
| df+2 || {{MoveGet|Paul-df+2|startup}} || {{MoveGet|Paul-df+2|target}} || {{MoveGet|Paul-df+2|block}} || {{MoveGet|Paul-df+2|hit}}
{{MoveQuery|Paul-uf+3,4}}
|-
Low-crushing mid hopkicks. uf+3 is launch punishable on block but has an extension (uf3+4) to catch opponents mashing after the first hit. Neither uf+4 or uf3+4 are launch punishable but the latter can be punished mid-string.
| 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}}
{{MoveQuery|Paul-CS.1}}
|-
Safe launcher. Good for whiff punishing a ducked high during crouch dash.
| 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}}
{{MoveQuery|Paul-SWA.1+2}}
|-
High risk, high reward whiff punish. Best range among Paul's launchers but relatively slow and easily interrupted. Heavily punishable at -14.
| 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}}
{{MoveQuery|Paul-CS.1+2}}
|}
{{MoveQuery|Paul-f,F+2,2}}
<references/>
Gimmick launchers. Both cancelable. f,F2+2 leads to full combo but is launch punishable. QCF1+2 instant Tornadoes and is knockdown punishable. Both can be hopkicked on reaction.
 
=== Enders ===
;df+2
==== Damage/Floor Break ====
:Safe, extremely high-evading mid. Close-range whiff punish. Can be combined with with df1~b, ws1,2~b and backdash to launch overextensions.
{{MoveQuery|Paul-f,f,F+2}}
 
Standard max damage ender. Decent oki. Can squeeze out 2-3 more damage with 2 > fff+2. Unsafe at -10 but still occasionally useful to throw out in neutral when floor gimmicks are available.
;SWA.1+2
==== Wall Carry/Wall Break ====
:Best range among Paul's launchers. Has some high evasion on startup, but punishable at -14.
{{MoveQuery|Paul-d+4,2,1+2}}
 
Max wall carry ender. Perfect input deals more damage and carries further.
;qcf+1
{{MoveQuery|Paul-f,F+2:1}}
:High and slow, but very safe at -4.
Useful for splatting at ranges where Demoman will not recover in time for a wall combo follow-up.
 
{{MoveQuery|Paul-ws3,2}}
;b+3
Useful for splatting at ranges where Demoman and ff2+1 will not recover in time for a wall combo follow-up.
:Faster than df+2 for clutch situations but has a high hitbox and limited range. Good for pressure. Tracks left.
==== Okizeme Knockdowns ====
 
{{MoveQuery|Paul-CS.1}}
;f,F+4
{{MoveQuery|Paul-CS.3+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.
== Poke Theory ==
 
{|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.
 
{|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/>
 
{|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 ===
=== Pressure ===
{{MoveQuery|Paul-df+4}}
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
Despite being minus on block, this is the closest thing Paul has to an oppressive mid. Best used in combination with sidestep as opponents will often mash against it and can be launched. 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 are guaranteed. Leads to Heat Engager on CH with f+2 or knockdown with d1+2 and b+1,2.
|-
{{MoveQuery|Paul-ws1,2}}
| class="wikitable-heading" colspan="6" | High
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. An immediate SWA.4 after blocked ws1,2~b will trade with most i14 mash attempts and CH launch most slower attacks.
|-
{{MoveQuery|Paul-df+1}}
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
{{MoveQuery|Paul-df+1,1}}
|-
{{MoveQuery|Paul-df+1,1,2}}
| 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}}
df+1 is an extremely versatile plus on block mid when sway canceled. Mashing against df+1~b can be punished by continuing into df+1,1 or df+1,1,2.
|-
{{MoveQuery|Paul-df+2}}
| 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}}
Using ws1,2~b and df+1,1 can condition opponents into jab checking your pressure. Read this timing and counter with df+2 to evade the high and launch.
|-
{{MoveQuery|Paul-SS.3}}
| 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}}
Low with huge reach. Only -12 on block. Guaranteed d1+2 on CH. Great after df1~b~u or ws1,2~b~u, but not every time.
|-
{{MoveQuery|Paul-f,F+2:1}}
| 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}}
Second hit can be ducked but requires fast reaction and awareness. Mashing on block can generally be sidestepped.
|-
{{MoveQuery|Paul-d+4,2,1+2}}
| 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}}
Paul's most damaging unseeable low. Requires clean hit and is extremely punishable on block. Best used sparingly.
|-
{{MoveQuery|Paul-3,2}}
| 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}}
Second hit is easily ducked and launched on reaction. Should not be used outside of combos. On its own, however, 3 is a solid keepout button.
|}
==== Plus Frames ====
<references/>
{{MoveQuery|Paul-uf+2}}
;SS.1
{{MoveQuery|Paul-f+1+2}}
:High and slow, but extremely advantageous on block and guarantees Deathfist mini-combo on hit.
{{MoveQuery|Paul-SS.1}}
 
{{MoveQuery|Paul-df+1}}
;f,F+2&#58;1
=== Keepout ===
:Second hit can be ducked but requires awareness and fast reaction. At -4, mashing on block can generally be backdashed or sidestepped.
{{MoveDataHeader}}
 
{{MoveQuery|Paul-d+1}}
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
{{MoveQuery|Paul-3}}
|-
{{MoveQuery|Paul-f+4}}
| class="wikitable-heading" colspan="6" | Mid
{{MoveQuery|Paul-CS.3}}
|-
{{MoveQuery|Paul-SWA.2}}
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
{{MoveQuery|Paul-SWA.4}}
|-
==== At Wall ====
| 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}}
{{MoveQuery|Paul-ff+1+2}}
|-
Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall. 1+2 break.
| 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}}
{{MoveQuery|Paul-df+1+3:qcf+2}}
|-
Safer option for wall setups, but missing the perfect execution window can limit combo possibilities. Powers up in Heat.
| 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}}
== Stances ==
|-
=== Crouch Dash/Cormorant Step ===
| 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}}
{{MoveQuery|Paul-CS.1}}
|-
{{MoveQuery|Paul-CS.2}}
| 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}}
{{MoveQuery|Paul-CS.3}}
|-
{{MoveQuery|Paul-ws1,2}}
| 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}}
Close in on opponents while ducking highs with d,df Crouch Dash. Cormorant Step, which requires a full QCF motion, loses high evasion but has more forward movement than crouch dash and is necessary to execute stance moves. Therefore, when using CD/CS as an approach tool, it is generally better to use d,df first and delay the f input until the moment of your attack.  
|-
| 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.
 
;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.
 
{|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.
 
;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.
 
;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 ===
{|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}}
|}
 
; Heat Smash (H.2+3)
: Demoman, but faster and with no Clean Hit requirement. Least punishable low Heat Smash in the game at -12.


Good pokes from crouch dash are iWS1,2~b (mid-mid) and qcf3 (low). Whiff punish from this stance with qcf+2 Heat Engager at a distance or qcf+1 to launch at closer ranges.
; 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.


=== Deep Dive ===
=== Keepout ===
{{MoveQuery|Paul-CD.df}}
{|class='wikitable sortable' style='width:100%; text-align:center' colspan='5' border='1'
{{MoveQuery|Paul-DPD.2}}
|-
{{MoveQuery|Paul-DPD.2,1}}
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
{{MoveQuery|Paul-DPD.2,3}}
|-
{{MoveQuery|Paul-DPD.4}}
| 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}}
{{MoveQuery|Paul-ws1,2}}
|-
Because Deep Dive stance attacks do not require a forward input, Paul can use this crouch dash extension to more safely sail underneath keepout highs and punish. DPD.4 is especially strong against highs as unlike Paul's CD/CS lows, it does not require a standing state at startup.
| 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}}
|}


DPD.2 is a strong mid that is punishable at -10 on block but its two delayable followups can punish mash attempts.
=== Crush ===
iWS1,2 is, once again, an excellent option when used from Deep Dive.
{|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


Crouch Dash and Deep Dive can be chained together for a pseudo-wavedash with the input d,df,d,df,u. This is especially useful for chasing down techs after a knockdown.
|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/>


Be aware of the [[Paul_strategy#Deep_Dive_Startup_Delay/CC_Lockout|input constraints]] that come with using Deep Dive, especially if you are able to execute it quickly.
{|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/>


== Whiff Punishers ==
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
{{WhiffPunisherTable
|-
|character=Paul
| class="wikitable-heading" colspan="6" | Armor
|{{o| moveId = Paul-df+2 | staple = 79}}
|-
|{{o| moveId = Paul-CS.1 | staple = 83}}
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Crush
|{{o| moveId = Paul-d+1+2}}
|-
|{{o| moveId = Paul-CS.2}}
| 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}}
|{{o| moveId = Paul-SWA.2}}
|-
|{{o| moveId = Paul-f,F+2:1}}
| 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}}
|{{o| moveId = Paul-SWA.1+2 | staple = 86}}
|-
}}
| 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/>


== Grabs ==
=== Homing ===
* i11 - B 1+4 -  40 DMG  - 1 break
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="4" border="1"
* i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
|-
* i12 FF1+2 - 38 DMG - #wallbreak  - 1+2 break
! class="unsortable"| !! Startup !! Level !! oB || oH
* i12 2+4 B hold - 40 DMG - 2 break
|-
* i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
| 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}}
*  DF1+3 > QCF 2  - #wallbreak #uhhhhaa
|-
* Takedown.2,d+1,1,1+2 -50 DMG  - 1 break
| f+3 || {{MoveGet|Paul-f+3|startup}} || {{MoveGet|Paul-f+3|target}} || {{MoveGet|Paul-f+3|block}} || {{MoveGet|Paul-f+3|hit}}
* Takedown.1+2 - 25 DMG - 1+2 break
|-
== Frame Traps ==
| f+4 || {{MoveGet|Paul-f+4|startup}} || {{MoveGet|Paul-f+4|target}} || {{MoveGet|Paul-f+4|block}} || {{MoveGet|Paul-f+4|hit}}
=== Setup moves ===
|}
* i12 DF1+3 (throw +9/ -2 ob)
<references/>
* i12 DF1,b (+3ob/+9oh)
* i15 SWA4 (+1ob)
* i22 UF2 (+5ob)
* i20 SS1 (+8ob)
=== Samples ===
==== Safe ====
* i15 SWA4 (+1 ob) > 1,2 (-3 ob)  - 18 DMG
* i20 SS1 (+8 ob) > QCF 1(-4 ob, #launcher) -21 DMG
* i22 UF2 (+5 ob) > B3 (-9 ob, #launcher) - 19 DMG
==== Unsafe ====
* i15 SWA4 (+1 ob) >!i10 1,2,3(-25 ob) can be hit confirmed - 25 DMG
* i20 SS1 (+8 ob) > QCB1+2(-14 ob, #launcher)
== Deep Dive Startup Delay/Input Lockout ==
There is a 10-frame window after Deep Dive where Paul's movement is locked and attack options (both WS and DPD) start up 1-10 frames slower.
<gallery>
Dpd iws1.png|iWS1 (normally i15~16) hits on frame 25 when input immediately after Deep Dive.
Image23.png|DPD.2 (normally i15) hits on frame 25 when input immediately after Deep Dive.
</gallery>
<gallery>
Dpd block attempt frame 9.png|Paul cannot block in the 10-frame lockout window following a Deep Dive input.
Dpd block attempt frame 10.png|Paul returns to a standing state and is able to block again at the end of this period.
</gallery>


An immediate press after DPD (WS1/WS2/WS3/WS4/DPD2/DPD4/DPD3+4) will add 10 frames of startup to that move. This delay decays gradually for each frame following the DPD input, until startup eventually returns to normal. For example:
=== 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/>


* WS1 startup is i15~16
=== Wall ===
* d, df, d, df, WS1 startup is i25~26
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
* d, df, d, df, (4f delay), WS1 startup is i21~22
|-
* d, df, d, df, (5f delay), WS1 startup is i20-21
| class="wikitable-heading" colspan="3" | Wall Carry
And so on until 9f delay (10f after DPD), when WS1 startup is back to the regular i15~16.
|-
! 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.


The Frame Data display in Practice/Replay mode does not account for these additional frames and shows only the attack's normal startup.
;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 only bufferable movement in this state is u, though this cannot be used to immediately crouch cancel (see next section for details).
;ws3,2
:Useful for splatting at ranges where Demoman and f,F+2&#58;1 will not recover in time for a wall combo follow-up.


Lockout frames begin as soon as the initial crouch dash is canceled into Deep Dive. Delay between CD and DPD inputs does not seem to matter.  
;DPD.2,1
:High damage 2-hit carry string. Second hit uses Tornado, which can limit follow-up combo potential after a wall splat.


This delay makes Deep Dive a more committal approach than Paul's regular crouch dash and has practical drawbacks in both neutral and pressure. Be mindful of this extra startup before attacking with a long-range iWS1,2 or DPD.2, and avoid using DPD inputs for iWS at closer ranges whenever possible.
;f,F+3,4,4
=== Crouch Cancel Does Not Avoid Lockout ===
:Paul's highest damage carry from ranges where Demoman is too far to wall splat.
Crouch canceling to avoid the DPD delay window and immediately return to neutral does not seem possible. The sidestep from crouch cancel will not come out until 10 frames after DPD, and no other directional movement or attack can be executed or buffered in the interim.


'''This includes b, meaning you cannot block for at least 10 frames after DPD.'''
==== At Wall ====
;ff+1+2
Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall.


<gallery>
;df+1+3&#58;qcf+2
DPD CC block vs mid.png|Mids cannot be blocked during the lockout window.
Safer option for wall setups, but missing the perfect execution window can limit combo possibilities.
DPD CC block vs high.png|Highs will still be evaded.
</gallery>
== Other ==
* 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)

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.