Paul: Difference between revisions

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(added a quick blurb about our big strong man, have to run some errands, but I will add the necessary hotlinks and etc later tonight)
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{{See other}}
{{See other}}


'''Paul''' is...
'''Paul''' Phoenix is a strong, fundamentally sound character that can easily be mistaken as an overpowering, damage output machine. While he is capable of eye-watering damage, his greatest strength is in his ability to shutdown aggression, due to his toolkit being both extremely compact while also being built around blowing up opponents for mashing or not being precise with their dashblocking.
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His df+2 is a very compact launcher with deceptively quick recovery that excels at clipping overconfident approaches, and his extensions out of df+1 that utilize his backsway (SWA) are great keepout tools against any opponent that wants to pressure after blocking a df+1. Moves like df+1,1, b+2,1, 3,2, and d+1,4 can be delayed to further complicate the gameplans of aggressive opponents, as well as f+1+4, which is a shoulder tackle that almost instantly shifts Paul 90ยฐ to the side for a knockdown and good damage.
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Furthermore, Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's all-time classic mixups. Deathfist is a fast, astonishingly high damage whiff punish tool that becomes even more powerful in Heat, and Demoman is a just-barely-reactable i26~i27, L,m,m string that does great damage and knocks down. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that hits low, giving Paul an even more terrifying mixup while in Heat.


{{BlueRed
{{BlueRed

Revision as of 21:35, 6 February 2024

Paul
Heat
  • Gains guard breaking moves.
  • Deathfist launches and wallsplats.
Heat Smash Low, i18, -12
Heat Engagers
  • uf+2
  • qcf+2
  • f+4
  • qcb+2
  • f+2
Stances
  • Sway - qcf
  • Backsway - qcb
Fastest
Launch
  • i15 – df+2
CH launch
  • i15 – qcb+4 (mid)
Wall splat {{{splat}}}
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Power low d4,2,1+2
Generic moves
Remapped (none)
Missing (none)
External links
Lore [Phoenix]
Twitter #T8_Paul

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

Paul Phoenix is a strong, fundamentally sound character that can easily be mistaken as an overpowering, damage output machine. While he is capable of eye-watering damage, his greatest strength is in his ability to shutdown aggression, due to his toolkit being both extremely compact while also being built around blowing up opponents for mashing or not being precise with their dashblocking.

His df+2 is a very compact launcher with deceptively quick recovery that excels at clipping overconfident approaches, and his extensions out of df+1 that utilize his backsway (SWA) are great keepout tools against any opponent that wants to pressure after blocking a df+1. Moves like df+1,1, b+2,1, 3,2, and d+1,4 can be delayed to further complicate the gameplans of aggressive opponents, as well as f+1+4, which is a shoulder tackle that almost instantly shifts Paul 90ยฐ to the side for a knockdown and good damage.

Furthermore, Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's all-time classic mixups. Deathfist is a fast, astonishingly high damage whiff punish tool that becomes even more powerful in Heat, and Demoman is a just-barely-reactable i26~i27, L,m,m string that does great damage and knocks down. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that hits low, giving Paul an even more terrifying mixup while in Heat.

Strengths
  • Big boi and explosive DMG
  • Unexpectedly evasive
  • Great pokes and CH
  • Low heat smash
Weaknesses
  • Linear kit
  • Fairly short ranged
  • Needs walls for huge damage
  • Subpar lows
Mashing
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Blocking
importance
โ˜†โ˜†โ˜†โ˜†โ˜†
value
โ˜†โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links