Paul strategy: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
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| SWA.4 || h || i15~16 || -12 || -6 ||
| SWA.4 || h || i15~16 || -12 || -6 ||
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| SWA.1+2 || m || i16~17 || -13 || -7 || High Evasion 10~
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| 1 || h || i11<ref name="startup>Additional startup from stance exit</ref> || -8 || -2 ||
| 1 || h || i11<ref name="startup>Additional startup from stance exit</ref> || -8 || -2 ||

Revision as of 07:24, 4 June 2024

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

Transition Charts

df+1~b (r15 SWA +3 +9)
Level Startup Gap oB Gap oH Crush
SWA.1 M i21~22 -18 -12
SWA.2 m i15 -12 -5
SWA.3 L i18~19 -15 -9 cs1~
SWA.4 h i15~16 -12 -6
SWA.1+2 m i16~17 -13 -7 High Evasion 10~
1 h i11[1] -8 -2
df+1 m i15[1] -12 -6
db+1+2 M i21~22[1] -18 -11 pc8~[1]
  1. 1.0 1.1 1.2 1.3 Additional startup from stance exit

Launchers

df+2
Safe, extremely high-evading mid. Close-range whiff punish. Can be combined with with df1~b, ws1,2~b and and backdash to launch overextensions.
SWA.1+2
Best range among Paul's launchers but easily interrupted and heavily punishable at -14.
CS.1
High, 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. 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.
Hopkicks - uf+3, uf+4, uf+3,4, f,F+3, f,F+3,4
f,F+3,4 can be executed while running and has three extensions to interrupt punish attempts on block (4, f+4, d+4).
Gimmick lows - f,F+2,2, qcf+1+2
f,F+2,2 is cancelable to FC for (very slow and punishable) mindgames. qcf+1+2 is an instant Tornado, also cancelable to FC. Both can be hopkicked on reaction, with or without cancel.

Counterhit Launchers

  • db+2
  • SWA.4
  • SWA.3,2,1
  • CS.3+4
  • SWA.1
  • 2,3
  • df+3,4
  • 3,2
  • DPD.2,3
  • SWA.3,2,3
  • b+2,1

Enders

Damage/Floor Break

wr2
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.

Wall Carry

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.

Okizeme Enders

  • wr2
  • CS.1
  • CS.3+4

Pressure

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 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. An immediate SWA.4 after blocked ws1,2~b will trade with most i14 mash attempts and CH launch most slower attacks.
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 CH guarantees third hit of df+1,1,2 into qcf+2 mini-combo. Can condition opponents into checking further pressure. Read this timing and counter with df+2 to evade jab and launch.
SS.3
Low with huge reach. Only -12 on block. Guaranteed d+1+2 on CH. Ideal after df+1~b~u or ws1,2~b~u.
f,F+2
1
Second hit can be ducked but requires awareness and fast reaction. Mashing on block can generally be backdashed or sidestepped.
d+4,2:1+2 (Demoman)
Paul's most damaging unseeable low. Requires clean hit and is extremely punishable on block. Best used sparingly. Most effective near wall, where it cannot be backdashed.
qcf+2 (Deathfist)
Huge, fast, damaging mid Heat Engager. Forms the foundation of Paul's mid-low mix along with Demoman.
3,2~b
Second hit is easily ducked and launched on reaction. Should not be used outside of combos unless opponent is unaware of punish opportunity or too slow to capitalize. Can be made slightly more difficult to whiff punish with buffered sidestep cancel into block.

Plus Frames

  • SS.1
  • uf+2
  • f+1+2
  • df+1~b
  • SWA.4

Keepout

  • d+1
  • 3
  • f+4
  • CS.3
  • SWA.2
  • SWA.4

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.

Stances

Crouch Dash/Cormorant Step

  • cd
  • qcf
  • CS.1
  • CS.2
  • CS.3
  • CS.3+4
  • ws1,2~b

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.

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.

Deep Dive

  • DPD
  • DPD.2
  • DPD.4
  • ws1,2~b

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 qcb+3 it does not require a standing state at startup.

DPD.2 is a strong, hit confirmable mid that is punishable at -10 on block but its two delayable followups can punish mash attempts.

iWS1,2 is, once again, an excellent option when used from Deep Dive.

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.

Sway

  • d,db,b
  • df+1~b
  • ws1,2~b
  • 3,2~b
  • SWA.1
  • SWA.2
  • SWA.3
  • SWA.4
  • SWA.1+2

Grabs

  • i11 - B 1+4 - 40 DMG - 1 break
  • i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
  • i12 FF1+2 - 38 DMG - #wallbreak - 1+2 break
  • i12 2+4 B hold - 40 DMG - 2 break
  • i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
  • DF1+3 > QCF 2 - #wallbreak #uhhhhaa
  • Takedown.2,d+1,1,1+2 -50 DMG - 1 break
  • Takedown.1+2 - 25 DMG - 1+2 break

Frame Traps

Setup moves

  • i12 DF1+3 (throw +9/ -2 ob)
  • 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)

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)