Paul movelist (Tekken 7): Difference between revisions

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(→‎f: frames on hit, ch)
(→‎df: frames on hit, ch)
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|target=,m
|target=,m
|targetLead=m,h
|targetLead=m,h
|startup=i
|startup=
|startupRoot=i14
|startupRoot=i14
|recv=r32
|recv=r32
|block=-9
|block=-9
|hit=d
|hit=[[Paul combos#Mini-combos|+32d (+24)]]
|notes=Combo from 2nd CH
|notes=Combo from 2nd CH
}}
}}
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|tot=42
|tot=42
|block=-8
|block=-8
|hit=[[Paul combos|?]]
|hit=[[Paul combos|+33a (+23)]]
|notes=+3a on crouching opponent hit
|notes=+3a on crouching opponent hit
}}
}}
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|target=,m
|target=,m
|targetLead=m
|targetLead=m
|startup=i
|startup=
|startupRoot=i16
|startupRoot=i16
|recv=r30
|recv=r30
Line 456: Line 456:
|block=-1
|block=-1
|hit=+9
|hit=+9
|ch=d
|ch=+31a (+26)
}}
}}



Revision as of 17:32, 22 April 2023

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.1+2

m,​t
10,​45
-22
+15d
i20
pc8~
Rage Art to Cancel Combination

R.1+2,B

m
15
-22
i20
pc8~
Rage Drive

R.qcf+1+2

m
40
+3
+27a (-9)
i12~14
Wall hit on block +9g (5 damage)

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Left Jab

1

h
7
+1
+8
i10
t27 r17
Alternate input f+1
Left Right Combo

1,2

h,​h
7,​12
-1
+6
i10
t39 r19
Combo from 1st hit

1,​2,3

h,​h,​m
7,​12,​7
-25
-14
i10
  • Combo from 1st hit
  • Can't be buffered after moving
Reverse PDK Combo

1,4

h,​l
7,​8
-11
+1
i10
cs10~
r29 FC
Combo from 1st CH
Right Jab

2

h
10
+0
+6
i10
t29 r19
Jab Roundhouse

2,3

h,​h
10,​21
-9
+22a (+13)
i10
r30
Combo from 1st CH
Jab Sweep

2,d+3

h,​l
10,​11
-12
-1
i10
cs10~
r31 FC
Combo from 1st CH

3

m
14
-7
+4
i15
t41 r26
Alternate input b+3+4
Piston Fire

3,2

m,​h
14,​17
-3
+7
i15
r25
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 6f from hit
Piston Fire to Sway

3,2,B

m,​h
14,​17
+4
+14g
i15
r (Sway)
Right High Kick

4

h
17
-7
+7
i12
t38 r26
When input f4, hitbox expanded

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Straight

f+2

h
10
+0
+6
i12
r19
Quick PK

f+2,3

h,​h
10,​16
-11
+5
i12
r29
Combo from 1st hit
Quick PK Smash

f+2,​3,1

h,​h,​m
10,​16,​22
-12
+12a (+3)
+19
i12
i
r33
Elbow
  • Combo from 2nd CH
  • Input can be delayed
  • Combo can be delayed 15f from CH
Back Spin Kick

f+3

h
30
-16
+15a (+5)
i16
r35
Hammer of the Gods

f+1+2

m
22
+3c
+8c
+20a
i20~21
t50 r30
Shoulder Tackle

f+1+4

m
25
-14
+41d (-17)
i21
r37
  • Shoulder
  • Sidesteps left
Chain Breaker

f+2+3

m
21
-14
i20~21
pc8~
r
Shoulder

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Body Blow

df+1

m
13
-2
+4
i14
t35 r21

df+1,1

m,​h
13,​9
-5
+5
+8
i14
r23
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 5f from hit
Lion's Roar

df+1,​1,2

m,​h,​m
13,​9,​22
-9
i14
r32
Combo from 2nd CH
Body Blow to Sway

df+1,B

m
13
+3
+9
i14
i14
r37 (Sway)
Uppercut

df+2

m
13
-8
i15
t42 r27
+3a on crouching opponent hit

df+3

m
14
-9
+2
i16
t44 r28
Phoenix Wings

df+3,4

m,​m
14,​17
-10
+6
+50 (+6)
i16
r30
  • Combo from 1st hit
  • Combo can be delayed 3f from hit
Phoenix Wings (Hold)

df+3,4*

m,​m
14,​17
-6
+50 (+6)
i16
r30
The Boot

df+4

m
21
-1
+9
+31a (+26)
i19
t44 r25

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hammer Punch

d+1

m
16
-9
+2
+3c
i14
t42 r28
Hammer Punch to Crouch

d+1,D

m
16
-9
+2
+3c
i14
i14
t42 r28 FC
Hammer Punch to Power Punch

d+1,2

m,​m
16,​26
-17
+9a (0)
+41a (-6)
i14
i
r36
Combo from 1st CH
Hammer Punch to Power Punch (Hold)

d+1,2*

m,​m
16,​39
+14g
+9a (0)
+41a (-6)
i14
Wall crush on block +16g

d+1,4

m,​l
16,​15
-31
-17
d
i14
i
r47
Combo from 1st CH
Hang Over

d+1,​4,2

m,​l,​m
16,​15,​21
-14
+3a (-6)
+35a (-12)
i14
i
r42
Elbow

d+4

l
9
-31
-17
+14a
i15
r47
  • Clean hit +14a
  • Alternate input qcf,d+4
Bone Breaker

d+4,2

l,​m
923
-18
-9
i15
r46
Elbow
  • Combo on 1st clean hit
Demolition Man

d+4,​2,1+2

l,​m,​m
9,​23,​22
-17
+3a (-6)
+35a (-12)
i15
r
Combo from 2nd hit
Demolition Man (Just frame)

d+4:2:1+2

l,​m,​m
9,​23,​30
-17
+3a (-6)
+35a (-12)
i15
Combo from 1st hit
Shoulder Smash

d+1+2

m
30
-16
d
i12
r39
Shoulder

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Shoot the Moon

db+2

m
21
-11
d
i19~20
t55 r36

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

h
12
-9
+2
i12
t40 r28
Homing
Double Axe Swing

b+1,2

h,​h
12,​21
-5
+8
i12
r34
Tailspin
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 12f from hit

b+2

m
22
-5c
+4c
i18
t52 r34
Crushing Wind

b+2,1

m,​m
22,​22
-12
+0c
i18
i
r38
Combo from 1st CH
Crushing Wind (Hold)

b+2,1*

m,​m
22,​35
+8
+8c
i18
r29
Lights Out

b+3

h
16
-6
i14
t43 r29
Leg Sweep

b+4

l
14
-13
+3
+16g
i20
t49 r29
Hassou Strike

b+1+2

h
28
+0
d
i24
pc8~
t53 r29

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wrecking Ball

ub+2

m
22
-9
d
i21
t51 r30
Homing
Mortar Punch

uf+2

m
35
+9
d
i34
js8~
r36
Wall Bounce

ub+3

m
12
-16
+25a (-15)
i15
js9~

u+3

m
13
-16
i15
js9~
t50 r35

uf+3

m
14
-16
i15
t50 r35
Shredder

uf+3,4

m,​m
14,​20
-13
i15
i
js9~
r31
Rising Toe Kick

ub+4

m
11
-19
-8
i15
js9~
Rising Toe Kick

u+4

m
15
-13
+19a (+9)
i15
js9~
t48 r33
Rising Toe Kick

uf+4

m
13
-13
i15
js9~
r

Motion input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Flash Elbow

f,F+2

m
14
-17
-7
i15~16
t52 r37
Elbow
Juggernaut

f,​F+2,1

m,​m
14,​20
-12
d
i15
i
Combo from 1st hit
Juggernaut to Cancel

f,​F+2,​1,B

m
14
-21
-11
i15
Phoenis Bone Breaker

f,F+2:1

m,​h
14,​24
-4
d
i15
Combo from 1st hit
Bulldozer

f,​F+2,2

m,​l
14,​21
-19
i15
i
cs15~
Bulldozer to Cancel

f,​F+2,​2,B

m
14
-28
-18
i15
cs15~
r FC

f,F+3

m
17
-17
i15~16
js9~
r35
Double Hop Kick

f,​F+3,4

m,​m
17,​15
-16
i15
js
r33
Double Hop Kick High

f,​F+3,​4,4

m,​m,​h
17,​15,​25
-5
d
i15
i
js
r31
Triple Kick Combo

f,​F+3,​4,f+4

m,​m,​m
17,​15,​18
-14
d
i15
i
js
r31
Alternate input df+4
Double Hop Kick Low

f,​F+3,​4,d+4

m,​m,​l
17,​15,​15
-17
-6
i15
  • js
  • cs
r35
  • Alternate input db+4
Neutron Bomb

f,F+4

m
20
-1
i27~34
js13~
r25 FC
Burning Spear

b,n,f+1

h
22
-6
i28
t59 r31
Elbow
Burning Fist

b,B+1+2

m!
80
d
i63~64
Input u,u to Cancel.
Crouch Dash

qcf

cs
Cost 2f
Thruster

qcf+1

h
21
-4
i16~18
t42 r26
Elbow
Phoenix Smasher

qcf+2

m
36
-17
+26a (-10)
+37a (-10)
i13~15
t52 r39
Clean hit
Gengetsu

qcf+3

l
17
-14
+0
i18~20
cs6~
t51 r33
Mountain Raze

qcf+3+4

m
30
-9
i19~21
t52 r33
Knee
Sway

qcb

cs
Cost 2f
God Hammer Punch

qcb+1

m
24
+0c
i21~23
t54 r33
Rubber Band Attack

qcb+2

m
21(31)
-8
d
i15~17
t48 r33
Clean hit
Sway and Low Kick

qcb+3

l
14
-21
-10
i18~20
cs
t58 r40 FC
Rapid Fire

qcb+3,2

l,​m
14,​20
-10
+6
i18
r30
Rapid Fire to Phoenix Smasher

qcb+3,​2,1

l,​m,​h
14,​20,​25
-10
d
i18
r39
  • Combo from 2nd hit
  • Input can be delayed
  • Combo can be delayed 16f from hit
Rapid Fire to Lightning Breaker

qcb+3,​2,3

l,​m,​m
14,​20,​22
-13c
i18
i
r40
  • Combo from 2nd hit
  • Input can be delayed
  • Combo can be delayed 12f from hit
Kawaragoma

qcb+4

h
23
+1
d
i15~17
t42 r27
Homing
Tailspin
Higaku

qcb+1+2

m
22
-14
i18~20
t55 r37
Elbow

Crouch

Quick Uppercut

ws1

m
12
-3
+8
i10~11
r22
Thunder Palm

ws2

m
20
-14
i15
t53 r38

ws3

m
16
-8
+3
i13
t40 r27
Knee
Shioh

ws3,2

m,​h
16,​21
-9
d
i13
r31
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 9f from hit
Toe Smash

ws4

m
18
-6
+5
i11
t36 r25
Flash Elbow

FC.df+2

m
14
-17
-7
i14
Elbow
  • Equivalent to f,F+2
Gunba

FC.df+1+2

l
20
-12
i32
cs
r35 FC
Gunba to Cancel

FC.df+1+2,B

i32
cs
t41 r FC
Incomplete Somersault (Pre Action)

D

i160
cs
r FC
Incomplete Somersault (Rising)

D,n,u+3+4

m,​m
40
-48
-2a (-12)
i16
js10~
r FDFA
Self-harm damage 10

SS

Turn Thruster

ss1

h
21
+8
i20
t50 r30
Elbow
Pump in Pedal

ss3

l
17
-12
+4
i19
t50 r31

Other

Down Strike

OTG.d+2

l
21
-12
+4
i18
Wall Jumping Attack

(Back to the wall).b,b,ub

m
21
+0c
d
i36
js5~

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Over The Shoulder

1+3

t
35
-6
d
i12
t39 r27
Throw break 1 or 2
Over The Shoulder

f+1+3

t
35
-6
d
i15
t39 r27
Homing
  • Same throw as 1+3
Shoulder Pop

2+4

t
35
-3
d
i12
r
  • Throw break 1 or 2
  • Side switch on hit
Shoulder Pop

f+2+4

t
35
-3
d
i15
r
Homing
  • Same throw as 2+4
Dragon Screw

Left throw

t
45
-3
d
Throw break 1
Fall Away

Right throw

t
40
-3
d
Throw break 2
Reverse Neck Throw

Back throw 1+3

t
50
d
Alternative input: any 1 break
Piggyback Throw

Back throw 2+4

t
50
d
Floor Break
  • Enable side quick roll after throw
  • Alternative input: any 2 or 1+2 break
Chest Crusher

2+4,B

t
35
-2
d
i12
i12
r
  • Throw break 2
  • Wall hit 4 damage
Twist and Shout

df+1+2

t
40
-6
d
i12
Floor Break
  • Throw break 1+2
Kongo Blash (not combination)

df+1+3

t
20
-2
+9
i12
Throw break 1
Kongo Blash

df+1+3,qcf+2

t
20,​15
d
i12
Wall splat
Kongo Blash (Just)

df+1+3:qcf+2

t
20,​20
d
i12
Wall splat
Foot Launch

b+1+4

t
40
-2
d
i11
r BT
  • Throw break 1
  • Wall hit does +4 damage
Push Away

f,F+1+2

t
38
+0
d
i12
  • Throw break 1+2
  • Wall splat
  • Wall hit does +4 damage
  • On break:
    • side switch
    • position switch
    • recovers in BT
    • wall hit 10 self damage
Ultimate Tackle

db+1+2

t
5
-5
d
i26
t59 r33 (Tackle)
  • Throw break 2
  • On break recovers in BT
  • Reverse tackle 1+2 2f before takedown
  • Alternate input FC.1+2
Attack Reversal

b+1+3

25 + 50% of enemy attack
ps3~8
t35 r
  • Alternate input b+2+4
  • Reversal for high/mid attacks (not for elbow, knee, shoulder, head and weapon)
  • Chickenable during 10f, deals 15 damage

Tackle

Ultimate Punch

(Tackle).2,1,2,1

5,​5,​5,​15
?
d
  • Throw break 1 or 2
  • Alternate input 1,2,1,2
Ultimate Punishment

(Tackle).2,d+1,1,n,4,1,1+2

5,​8,​8,​35
d
Throw break 1
Arm Breaker

(Tackle).1+2

25
?
d
  • Throw break 1+2,2,2,2
  • Alternate input (during Ultimate Punch 3rd).1+2
  • Paul shift to down when throw break
Arm Breaker

Reversal Ultimate Punch (2)1,1,2

25
d
Reversal Ultimate Punch(2)
Arm Breaker Reversal to Arm Breaker

Reversal Arm Breaker 1+2,2,2,2,2,2

10
Reversal Arm Breaker

External links