Paul: Difference between revisions

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(I feel like Paul's lows are a little bit better now with DPD df+4 getting a sizeable damage buff. qcf+1 loses value because it doesn't really add all that much damage for Paul; qcf+4 or even standing 4 work almost as well for 2-3 less damage.)
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|heat={{Plainlist|
|heat={{Plainlist|
* Gains guard breaking moves.
* Gains guard breaking moves.
* Deathfist and other related moves wall splat from further away.
* Phoenix Smasher and other related moves wall splat from further away and are safer on block.
* A charged Hammer of the Gods launches on regular hit.}}
* A charged Hammer of the Gods and Crushing Wind launch on regular hit.}}
|heatSmash=Low, i18, {{MoveGet|Paul-H.2+3|block}}
|heatSmash=Low, i18, {{MoveGet|Paul-H.2+3|block}}
|heatEngagers={{Dotlist|
|heatEngagers={{Dotlist|
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* Sway (SWA) - qcf
* Sway (SWA) - qcf
* Backsway (BSW) - qcb
* Backsway (BSW) - qcb
* Deep Dive (DPD) - qcf,df
* Deep Dive (DPD) - qcf (or qcb), df
}}
}}
|launch={{Plainlist|
|launch={{Plainlist|
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|blue=
|blue=
* '''Damage''': Paul has explosive damage potential, particularly with walls and stage hazards, making a single mistake against him potentially fatal. Having an i14 launch in b+3 greatly increases his punish opportunities, and any mixup can quickly snowball into a victory.
* Explosive damage potential
* '''Counter-Hit''': Paul has many CH tools that guarantee free damage, or in the case of qcb+4 and qcb+1, a full launch from surprisingly long range and safe moves.
* Great punishment suite, wall splatting at i12 standing or i13 crouching, can launch from standing at i14 or i13 during Heat
* '''Evasive''': Paul has several high-crushing stances and many moves that are designed to be evasive, and his infamous df+2 still occasionally goes under jabs.
* Excellent keepout with qcb+4, qcb+2, and df+2
* '''Safe Pressure and Launchers''': Paul has a good number of moves to keep opponents in check. df+2 and b+3 are safe on block, and f,F+4, while slow and linear, has impressive range, deals chip damage, and is actually plus on block.
* Several panic moves in f+1+4, d+1+2, bf+1, db+1+2, uf+3,4, and parry
* '''Ready to Engage''': All of Paul's Heat Engagers have utility; Deathfist deals massive damage, qcb+2 is a safe mid check, f+2 is a fast i13 punish with decent range, uf+2 gives Paul an option to approach and pressure with, and f+4 is a low-crushing homing mid that is only -5 on block. All of them launch on Heat Dash, making Paul one of the most dangerous characters in Heat.
* Retains qcb+4 and qcb+1 as CH launchers that don't give up his turn
* '''Brutal Heat Buffs''': Paul gains several guard breaks in Heat that supplement his offense, and f+1+2 becomes especially dangerous if charged. Paul's Heat Smash is also the safest low Heat Smash on block at only -12, giving him great burst damage potential for closing out rounds while not risking as much as most other characters.
* Incredible mixup potential in df+1 and WS1,2 and their extensions/stance transitions, as well as pressuring at the wall
* Complete throw game along with the exceedingly rare Ultimate Tackle
* All Heat Engagers launch on Heat Dash
* Heat gives him farther wallsplats and relative safety for Deathfisting moves as well as the ability to guard break, and low Heat Smash is only -12 on block
|red=
|red=


* '''Linearity''': Many of Paul's key moves are steppable, which requires him to be pretty conservative with his moves at higher levels and makes him more reliant on matching the opponent's movement to keep himself aligned.
* Weak tracking, especially to SSR, demanding good reads on timing
* '''Walled Out''': Paul likes to play defensively, but struggles to get in and make big comebacks due to several gaps in his offense; almost all of his strings are either exploitable or easily option selected.
* Exploitable strings outside df+1 and WS1,2
* '''Fast Punishes''': For all his damage potential, his i10 standing and i11 crouching punishes are a bit lacking against less punishable moves. 1,2,3 would suffice if it wasn't -14 on hit.
* Struggles punishing moves with pushback
* Requires decent execution for optimal damage and movement due to motion inputs
* Less reward off smaller punishes, making safer characters a rough matchup
* Can't do a backflip :(
* Can't do a backflip :(
}}
}}
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{{KeyTech|Deathfist Block Punish|importance=3|value=4|dexterity=3|rhythm=4}}
{{KeyTech|Deathfist Block Punish|importance=3|value=4|dexterity=3|rhythm=4}}
{{KeyTech|Sway Cancel Deathfist|importance=3|value=5|dexterity=4|rhythm=4}}
{{KeyTech|Sway Cancel Deathfist|importance=3|value=5|dexterity=4|rhythm=4}}
{{KeyTech|Instant WR2|importance=2|value=2|dexterity=3|rhythm=2}}
{{KeyTech|Instant WR2|importance=3|value=2|dexterity=3|rhythm=2}}
}}
}}



Latest revision as of 11:02, 1 October 2024

Paul
Heat
  • Gains guard breaking moves.
  • Phoenix Smasher and other related moves wall splat from further away and are safer on block.
  • A charged Hammer of the Gods and Crushing Wind launch on regular hit.
Heat Smash Low, i18, -12
Heat Engagers
  • uf+2
  • qcf+2
  • f+4
  • qcb+2
  • f+2
Stances
  • Sway (SWA) - qcf
  • Backsway (BSW) - qcb
  • Deep Dive (DPD) - qcf (or qcb), df
Fastest
Launch
  • i14 – b+3 (high)
  • i15 – df+2, uf+4, uf+3,4 (mid)
  • i15 – WS2 (crouching)
CH launch
  • i15 (~17) – qcb+4 (high)
  • i21 (~23) – qcb+1 (mid)
Wall splat
  • i10 – 2,3 (CH only)
  • i12 – b+1,2, d+1+2 (standing)
  • i13 – WS3,2 (crouching)
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Power low d4,2,1+2
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → db+4
Missing (none)
External links
Lore Paul Phoenix
Twitter #T8_Paul
Discord TOP CONDITION OSU!

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

Paul Phoenix is a strong, fundamentally sound character who is often mistaken as an overpowering damage output machine. While he is capable of eye-watering damage, his greatest strength is in his ability to shutdown aggression, due to his toolkit being both extremely compact while also being built around blowing up opponents for mashing or not being precise with their dashblocking.

His df+2 is a very compact launcher with deceptively quick recovery that excels at clipping overconfident approaches, and his extensions out of df+1 that utilize his backsway (SWA) are great keepout tools against any opponent that wants to pressure after blocking a df+1. Moves like df+1,1, b+2,1, 3,2, and d+1,2 can be delayed to further complicate the gameplans of aggressive opponents, as well as f+1+4, which is a shoulder tackle that almost instantly shifts Paul 90° to the side for a knockdown and good damage.

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

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


Standing punishment
-10
24
-11
24
-12
33
-13
38
-14
76
-15
79
-16
79
-18
88
79
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Crouching punishment
-10
5
-11
18
-12
18
-13
37
-14
38
-15
80
-18
88
80
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Median
Short range
Hard
Wall
Meter/Rage

External links