Paul: Difference between revisions

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   i10 - 1, 2, 3 -  24 DMG high - Panic punish
   i10 - 1, 2, 3 -  24 DMG high - Panic punish
   i12 - B 1, 2 - 33 DMG high - #wallbreak, #tornado - Sets up wall combos
   i12 - B 1, 2 - 33 DMG high - #wallbreak, #tornado - Sets up wall combos{{Navbox Paul}}
{{Infobox fighter
|name=Paul
|heat={{Plainlist|
* Gains guard breaking moves.
* Deathfist launches and wallsplats.}}
|heatSmash=Low, i18, {{MoveGet|Paul-H.2+3|block}}
|heatEngagers={{Dotlist|
* uf+2
* qcf+2
* f+4
* qcb+2
* f+2
}}
|stances=|stances={{Plainlist|
* Sway - qcf
* Backsway - qcb
}}
|launch={{Plainlist|
* i14 – b+2
* i15 – df+2}}
|chLaunch={{Plainlist|
* i15 – qcb+4 ''(mid)''
}}
|parry={{Plainlist|
* b+1+3 ''(high or mid attacks)''
}}''
|midCheck={{Plainlist|
* df+1 ''(standing)''
* ws4  ''(crouching)''}}
|powerLow=d4,2,1+2
|lore=[[https://tekken.fandom.com/wiki/Paul_Phoenix|Paul Phoenix]]
|twitter=T8_Paul
}}
{{See other}}
 
'''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 90° 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.
 
{{BlueRed
|blue=
* Massive Wall Combo Damage
* Unexpectedly Evasive (Sway Plus on Block Setups/Crouch Dash)
* Safe Launchers (DF2 and B3)
* Low Heat Smash
|red=
 
* Very Steppable Key Moves
* Vulnerable to Strong Keep Out
* High Damage Non-Wall Combos are High Execution (QCF1 loops ect)
* Subpar lows
}}
 
{{KeyTechs|
{{KeyTech|QCF1 Execution|Importance=4|Value=5|Dexterity=4|Rhythm=4}}
}}
 
 
 
 
== Punishes ==
 
=== Standing ===
i10 - 1, 2, 3 -  24 DMG high - Panic punish
i12 - B 1, 2 - 33 DMG high - #wallbreak, #tornado - Sets up wall combos
i12 - D 1+2 - 30 DMG mid - #wallbreak
i14 - B3 - 16 DMG high - #safeOB #launcher
i14 - F2 - 40 DMG high - #heatEngager
i15 - DF2 - 13 DMG mid - #highCrush #safeOB #launcher #standingOnly
 
=== While Standing ===
i11 - WS4 - 18 DMG mid
i13 - WS3, 2 - 37 DMG mid #wallbreak
i15 - WS2 - 20 DMG mid - #launcher
 
 
=== Wiff Punishes ===
i13 QCF2 - 45 DMG #wallbreak #heatEngager #unsafe #uhhhhaa
i15 QCB2 - 27 DMG #wallbreak #heatEngager #safeOB
i15 DF2 - 13 DMG -  High Crush , #safeOB #launcher
i27 FF4 - 20 dmg - #launcher #safeOB
i28 BF1 > DB2 - 38 dmg #safeOB
 
 
== Pokes ==
 
i14 DF1,b - 11 DMG  - #PLUSOB #SWAY - Best way to pressure with sway
i15 QCB2 - 27 DMG  - #safeOB #heatEngager - Natural follow-up for any of the sway pokes
i15 3,1,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure
i18 QCF 3 - 18 DMG - #chLauncher #unsafe
 
=== At wall: ===
i15 D4,2,1+2 - 38 DMG  #unsafe #launchPunishable #wallbreak - Demoman :)
i19 CH SS3 > D1+2 - #unsafe
i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
at wall on hit > DB2 - 40 DMG
 
 
== 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)
 
 
== Grabs ==
 
11i - 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
in heat DF1+3 > QCF 2 - 43 DMG - #wallbreak #uhhhhaa
Takedown.2,​d+1,​1,​1+2 -50 DMG  - 1 break
Takedown.1+2,1+2 - 25 DMG - 1+2 break
 
 
== Combo Theory: ==
 
- Highest execution is to add as many QCF1s as possible into a combo for max wall travel and damage.
 
 
- Enders are FFF2 for damage in open ground and floor break, D4,2,1+2 for wall travel and wall breaks.
 
 
=== Sample Combos ===
 
==== Low Execution: ====
62 DMG - DF2 > 3,1 > 3,1,b > SWA1+2 > FFF2 #floorbreak
63 DMG  - DF2 > DF4 > 1 > DF4 > 3,1,b > SWA1+2 > FFF2 #floorbreak
74 DMG - QCF1 > DF4 > DF1 > DF4 >3,1,b > SWA1+2  > FFF2 #floorbreak
76 DMG - QCB1+2 > QCF1 > DF4 >3,1,b > SWA1+2  > FFF2 #floorbreak
==== High Execution: ====
75 DMG - QCF1 >QCF1 > DF4 3,1,b > SWA1+2  > FFF2 #floorbreak
==== Walls====
85 DMG FF1,2 > FF3,4 > B1,2 > 1 >QCF2 #uhhhhaa
 
=== Heat ===
tbd
 
 
== External links ==
 
* [https://www.youtube.com/watch?v=4F1dgW24nLM Paul 8 minute guide by TheMainManSWE]
 
* [https://www.youtube.com/watch?v=CChX2GMUPfc Joey Fury's Paul Guide]
 
{{Navbox fighters}}
__NOTOC__
 
   i12 - D 1+2 - 30 DMG mid - #wallbreak
   i12 - D 1+2 - 30 DMG mid - #wallbreak
   i14 - B3 - 16 DMG high - #safeOB #launcher
   i14 - B3 - 16 DMG high - #safeOB #launcher

Revision as of 23:41, 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 90° 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
  • Massive Wall Combo Damage
  • Unexpectedly Evasive (Sway Plus on Block Setups/Crouch Dash)
  • Safe Launchers (DF2 and B3)
  • Low Heat Smash
Weaknesses
  • Very Steppable Key Moves
  • Vulnerable to Strong Keep Out
  • High Damage Non-Wall Combos are High Execution (QCF1 loops ect)
  • Subpar lows
QCF1 Loop
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
Sway Cancel
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
Strongest In The Universe
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆



    1. Punishes
  i10 - 1, 2, 3 -   24 DMG high - Panic punish
  i12 - B 1, 2 - 33 DMG high - #wallbreak, #tornado - Sets up wall combos
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
  • i14 – b+2
  • 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 90° 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
  • Massive Wall Combo Damage
  • Unexpectedly Evasive (Sway Plus on Block Setups/Crouch Dash)
  • Safe Launchers (DF2 and B3)
  • Low Heat Smash
Weaknesses
  • Very Steppable Key Moves
  • Vulnerable to Strong Keep Out
  • High Damage Non-Wall Combos are High Execution (QCF1 loops ect)
  • Subpar lows
QCF1 Execution
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆



Punishes

Standing

i10 - 1, 2, 3 - 24 DMG high - Panic punish i12 - B 1, 2 - 33 DMG high - #wallbreak, #tornado - Sets up wall combos i12 - D 1+2 - 30 DMG mid - #wallbreak i14 - B3 - 16 DMG high - #safeOB #launcher i14 - F2 - 40 DMG high - #heatEngager i15 - DF2 - 13 DMG mid - #highCrush #safeOB #launcher #standingOnly

While Standing

i11 - WS4 - 18 DMG mid i13 - WS3, 2 - 37 DMG mid #wallbreak i15 - WS2 - 20 DMG mid - #launcher


Wiff Punishes

i13 QCF2 - 45 DMG #wallbreak #heatEngager #unsafe #uhhhhaa i15 QCB2 - 27 DMG #wallbreak #heatEngager #safeOB i15 DF2 - 13 DMG - High Crush , #safeOB #launcher i27 FF4 - 20 dmg - #launcher #safeOB i28 BF1 > DB2 - 38 dmg #safeOB


Pokes

i14 DF1,b - 11 DMG - #PLUSOB #SWAY - Best way to pressure with sway i15 QCB2 - 27 DMG - #safeOB #heatEngager - Natural follow-up for any of the sway pokes i15 3,1,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure i18 QCF 3 - 18 DMG - #chLauncher #unsafe

At wall:

i15 D4,2,1+2 - 38 DMG #unsafe #launchPunishable #wallbreak - Demoman :) i19 CH SS3 > D1+2 - #unsafe i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB at wall on hit > DB2 - 40 DMG


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)


Grabs

11i - 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 in heat DF1+3 > QCF 2 - 43 DMG - #wallbreak #uhhhhaa Takedown.2,​d+1,​1,​1+2 -50 DMG - 1 break Takedown.1+2,1+2 - 25 DMG - 1+2 break


Combo Theory:

- Highest execution is to add as many QCF1s as possible into a combo for max wall travel and damage.


- Enders are FFF2 for damage in open ground and floor break, D4,2,1+2 for wall travel and wall breaks.


Sample Combos

Low Execution:

62 DMG - DF2 > 3,1 > 3,1,b > SWA1+2 > FFF2 #floorbreak 63 DMG - DF2 > DF4 > 1 > DF4 > 3,1,b > SWA1+2 > FFF2 #floorbreak 74 DMG - QCF1 > DF4 > DF1 > DF4 >3,1,b > SWA1+2 > FFF2 #floorbreak 76 DMG - QCB1+2 > QCF1 > DF4 >3,1,b > SWA1+2 > FFF2 #floorbreak

High Execution:

75 DMG - QCF1 >QCF1 > DF4 3,1,b > SWA1+2 > FFF2 #floorbreak

Walls

85 DMG FF1,2 > FF3,4 > B1,2 > 1 >QCF2 #uhhhhaa

Heat

tbd


External links


  i12 - D 1+2 - 30 DMG mid - #wallbreak
  i14 - B3 - 16 DMG high - #safeOB #launcher
  i14 - F2 - 40 DMG high - #heatEngager
  i15 - DF2 - 13 DMG mid - #highCrush #safeOB #launcher #standingOnly
    1. While Standing

i11 - WS4 - 18 DMG mid i13 - WS3, 2 - 37 DMG mid #wallbreak i15 - WS2 - 20 DMG mid - #launcher


    1. Wiff Punishes

i13 QCF2 - 45 DMG #wallbreak #heatEngager #unsafe #uhhhhaa i15 QCB2 - 27 DMG #wallbreak #heatEngager #safeOB i15 DF2 - 13 DMG - High Crush , #safeOB #launcher i27 FF4 - 20 dmg - #launcher #safeOB i28 BF1 > DB2 - 38 dmg #safeOB


---

    1. Pokes

i14 DF1,b - 11 DMG - #PLUSOB #SWAY - Best way to pressure with sway i15 QCB2 - 27 DMG - #safeOB #heatEngager - Natural follow-up for any of the sway pokes i15 3,1,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure i18 QCF 3 - 18 DMG - #chLauncher #unsafe

At wall: i15 D4,2,1+2 - 38 DMG #unsafe #launchPunishable #wallbreak - Demoman :) i19 CH SS3 > D1+2 - #unsafe i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB at wall on hit > DB2 - 40 DMG


---

    1. Frame Traps
      1. Setup moves:

i12 DF1+3 (throw +9/ -2 ob) i12 DF1,b (+3ob/+9oh) i15 SWA4 (+1ob) i22 UF2 (+5ob) i20 SS1 (+8ob)

      1. Samples
        1. 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

        1. 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)

---

    1. Grabs


11i - 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 in heat DF1+3 > QCF 2 - 43 DMG - #wallbreak #uhhhhaa Takedown.2,​d+1,​1,​1+2 -50 DMG - 1 break Takedown.1+2,1+2 - 25 DMG - 1+2 break


---

    1. Combo Theory:

- Highest execution is to add as many QCF1s into a combo for max wall travel and damage.


- Enders are FFF2 for damage in open ground and floor break, D4,2,1+2 for wall travel and wall breaks.


    1. Sample Combos
      1. Low Execution:

62 DMG - DF2 > 3,1 > 3,1,b > SWA1+2 > FFF2 #floorbreak 63 DMG - DF2 > DF4 > 1 > DF4 > 3,1,b > SWA1+2 > FFF2 #floorbreak

74 DMG - QCF1 > DF4 > DF1 > DF4 >3,1,b > SWA1+2 > FFF2 #floorbreak 76 DMG - QCB1+2 > QCF1 > DF4 >3,1,b > SWA1+2 > FFF2 #floorbreak

      1. High Execution:

75 DMG - QCF1 >QCF1 > DF4 3,1,b > SWA1+2 > FFF2 #floorbreak


    1. Walls

85 DMG FF1,2 > FF3,4 > B1,2 > 1 >QCF2 #uhhhhaa


    1. Heat

tbd


External links