Paul (Tekken 7): Difference between revisions

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Tag: Script
m (RogerDodger moved page Paul to Paul (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
Tag: Script
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Revision as of 16:03, 25 January 2024

Paul
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • CD (Crouch Dash) โ€“ qcf or d,df
  • Sway โ€“ qcb
Fastest
Launch
  • i14 โ€“ b+3 (standing)
  • i15 โ€“ ws2 (crouching)
CH launch
  • i12 โ€“ 4 (high)
  • i15 โ€“ df+2 (mid)
Wall splat
  • i12 โ€“ b+1,2 (standing)
  • i13 โ€“ ws3,2 (crouching)
Archetypal moves
Reversal b+1+3 (high/mid punch/kick)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Hopkick uf+4
Stature kick
  • b+4
  • SS.3
Power low d+4,2:1+2
Snake edge
  • FC.df+1+2
  • f,F+2,2
Shadow cutter
  • qcf+3
  • qcb+3
Generic moves
Remapped
  • d+1 โ†’ db+1
  • d+4 โ†’ db+4
Missing (none)
External links
Lore Paul Phoenix
Twitter #{{{twitter}}}

Paul is a defensive character whose appearance deceptively implies a high powered brawler. While he does have the potential for explosive damage, his style is not so much going hard on pressure as it is quickly switching between hyper aggression and hyper defense.

His df+2 is notorious for its evasiveness, being able to beat highs precisely when opponents are most interested in using them.

The iconic moves Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's most classic mixups. Deathfist is also well-feared for its speed and powerโ€”dealing far more damage in one hit than anything else in its classโ€”and its pushback makes it frustratingly tricky to punish.

Strengths
  • Huge comeback potential
  • Impregnable keepout with qcb+4, qcb+2, df+2
  • Variety of safe on block NH and CH launchers
  • Fastest homing move in the game with b+1
  • Potent evasive moves
  • Full punishment suite
  • Strong coverage (moves often cover a variety of options, opponent rarely has a clean answer)
Weaknesses
  • Loose pressure - Paul will often have gaps in his pressure where he can be challenged, so he relies primarily on timing, neutral, and wall pressure
  • Clean motion inputs needed for key neutral tools and combos
  • Has a sway stance off d,db,b so you need a clean backdash cancel
  • Clean hit requirement for DemoMan has short range.
  • Weak okizeme outside of the wall.
d+4,2:1+2
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
qcf+3+4 follow ups
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
qcf+1 in juggles
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Standing punishment
-10
19
-11
19
-12
62
32
-13
62
32
-14
86
62
-15
87
63
-23
100
76
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
5
-11
16
-12
16
-13
67
37
-14
68
38
-15
68
64
-23
100
76
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Median
Short range
Hard
Wall
Meter/Rage

External links