m (→Heat) |
(→Heat) |
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| 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.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}} | | 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}} | ||
|} | |} | ||
; H.2+3 | ; Heat Smash (H.2+3) | ||
: Demoman, but faster and with no Clean Hit requirement. | : 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 === | === Keepout === |
Latest revision as of 09:34, 29 June 2024
Paul |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Paul strategy (Tekken 7).
Key Moves
Function | |
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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 |
- 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) |
- 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) |
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! |
- 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 |
- 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 |
- 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 |
- 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 |
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 |
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 |
- ↑ 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 |
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 |
- 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.