Paul (Tekken 7): Difference between revisions

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|tech={{Plainlist|
|tech={{Plainlist|
* Blue sparks Demoman  
* Blue sparks Demoman  
* qcf+3+4 combos
* qcf+3+4 follow ups
* Clean [[backdash cancel]] (to avoid sway)}}
* qcf+1 in juggles}}
|stances={{Plainlist|
|stances={{Plainlist|
* CD – d,df,f or d,f
* CD – d,df,f or d,f
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'''Paul''' is, simply speaking, a powerhouse. While other characters might rely on strings, speed or trickery, Paul relies on sheer, direct force to break his opponents down. He has some of the most devastating single-hit mids in the game -- most infamously the Phoenix Smasher, commonly referred to as the Deathfist -- and once the opponent is respecting these mids, he has access to several damaging lows and a great throw game to punish opponents that are being too passive. He also controls space very well thanks to several long-range moves, arguably the best set of homing moves in the game, and a good set of whiff punishers. An opponent also has to be careful about trying to commit to unsafe moves against him, as Paul has amazing block punishment for most situations. On top of this, he might be the single scariest character in the game when he has rage, thanks to his powerful rage drive and his unique ability to cancel his rage art for enormous damage.
'''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.


In previous Tekken games, Paul was notorious for having very unsafe lows, but that's not really true in Tekken 7, as SS3 and QCF3 are relatively safe for what they do, even though you can still go for his damaging but launch punishable Demoman if you feel you need it. However, while he's incredibly explosive once he finds an opening, Paul's poking game is rather mediocre. Paul really only needs that one good hit, whether it is a sneaky df2, a well-timed counter-hit or a well-timed power-mid against a ducking opponent, to steal the round. If you want a character that thrives on getting big damage from the smallest opening, the Phoenix might be your man.
His df+2 is notorious for its evasiveness, being able to beat highs in situations where opponents are very interested in using them. The low risk vs its high reward make it a potent but simple tool.


'''Strengths'''
The iconic moves Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of ''Tekken'''s most classic [[mixup]]s. Deathfist is also well-feared for its speed and power—dealing far more damage than anything else in its class—and it's notorious for how tricky it is to punish.


* damaging set of mids to discourage duckers
{{BlueRed
* decent array of lows
|blue=
* solid mid-range control thanks to good overall range
* Huge comeback potential
* a full throw game, including two wall-splatting throws and a floor-breaking throw
* Suffocating keepout with qcb+4
* powerful counter-hit options
* Potentially lopsided matchups if Deathfist can't be punished
* one of the best sets of block punishers in the game
* Fastest homing move in the game
* his safe df2 can evade highs jabs
* Potent evasive moves
* decent and damaging set of panic moves
|red=
* very scary wall game and good wall combo damage
* Loose [[pressure]], so he relies primarily on [[neutral]] and wall pressure
* an absolute terror when he has rage
* Tight links and/or clean motion inputs needed for many combos
 
* Has a sway stance off d,db,b so you need a clean [[backdash cancel]]
 
}}
'''Weaknesses'''
 
* Sluggish frame data, no fast (i13) safe mid that allows for movement and no easy way to setup frame traps/pressure on block, must focus on punishment to gain advantage, harder to dominate neutral
* Pokes typically end his turn or dont allow for much offense afterward
* Combos dont allow for Oki in the open ground
* mediocre sidestep
* lacks safe approach tools
* weak 10f punish
* Clean Hit on DemoMan is notoriously poor


{{Archetype|Paul}}
{{Archetype|Paul}}


== External links ==
== External links ==
* [https://www.youtube.com/watch?v=C0j8MHPKj7c&ab_channel=PeterYMao Paul S4 Overview by PeterYMao]
* [https://www.youtube.com/watch?v=C0j8MHPKj7c&ab_channel=PeterYMao Paul S4 Overview by PeterYMao]


{{Navbox fighters}}
{{Navbox fighters}}

Revision as of 09:31, 31 January 2022

Paul
Key techniques
  • Blue sparks Demoman
  • qcf+3+4 follow ups
  • qcf+1 in juggles
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • CD – d,df,f or d,f
  • Sway – d,db,b
Fastest
Launch
  • i14 – b+3 (standing)
  • i15 – ws2 (crouching)
CH launch
  • i12 – 4 (high)
  • i15 – df+2 (mid)
Wall splat
  • i12 – b+1,2 (standing)
  • i13 – 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
Shadow cutter
  • qcf+3
  • qcb+3
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → 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 in situations where opponents are very interested in using them. The low risk vs its high reward make it a potent but simple tool.

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 power—dealing far more damage than anything else in its class—and it's notorious for how tricky it is to punish.

Strengths
  • Huge comeback potential
  • Suffocating keepout with qcb+4
  • Potentially lopsided matchups if Deathfist can't be punished
  • Fastest homing move in the game
  • Potent evasive moves
Weaknesses
  • Loose pressure, so he relies primarily on neutral and wall pressure
  • Tight links and/or clean motion inputs needed for many combos
  • Has a sway stance off d,db,b so you need a clean backdash cancel

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

External links