Paul strategy: Difference between revisions

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* Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+1 to crush high and launch the opponent for big damage.  
* Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+1 to crush high and launch the opponent for big damage.  


== Whiff Punishes ==
i13 QCF2 - 45 DMG #wallbreak #heatEngager #unsafe #uhhhhaa
i14 FF2,1 - 34 DMG mid,mid #wallbreak #unsafe-12
i14 FF2:1 - 38 DMG mid,high #wallbreak #safeOB #OSU!
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 ==
== Pokes ==


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i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
{{WhiffPunisherTable
|character=Paul
|{{o| moveId = Paul-CS.2}}
|{{o| moveId = Paul-f,F+2,1}}
|{{o| moveId = Paul-f,F+2:1}}
|{{o| moveId = Paul-SWA.2 }}
|{{o| moveId = Paul-df+2 | staple = 69}}
|{{o| moveId = Paul-f,F+4 | staple = 72}}
|{{o| moveId = Paul-b,n,f+1 | mini = 59
    | damageNote = <ref>qcf+1 minicombo follow up</ref> }}
}}


== Grabs ==
== Grabs ==

Revision as of 22:57, 7 February 2024

Poke Theory

  • Close in on opponents by utilizing Paul's crouch dash, and the extension. Good pokes off of the deep dive extension are DPD.4 and DPD.2,1 (or DPD.2,3)
  • Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+1 to crush high and launch the opponent for big damage.

Pokes

i14 DF1,b - 11 DMG - #PLUSOB #SWAY - Best way to pressure with sway

i15 3,2,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure

i15 QCB2 - 27 DMG - #safeOB #heatEngager - Natural follow-up for any of the sway pokes

i18 QCF 3 - 18 DMG - #chLauncher #unsafe

At wall:

i12 - FF1+2 - 38DMG Throw - Sets up Wall combo if Unbroken

i15 D4,2,1+2 - 38 DMG - #unsafe #launchPunishable #wallbreak - Demoman :)

i19 CH SS3 > D1+2 - 50 DMG - #unsafe #wallbreak

i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB


Whiff punishers
Move Speed Range Damage Risk Hitbox
CS.2i13~142.845-17Mid
f,F+2,1i15~173.0334-12Mid
f,F+2:1i15~173.0338-4Mid
SWA.2i152.7527-9Mid
df+2i15~161.9713 (69)-8Mid
f,F+4i27~344.1820 (72)+2Mid
b,n,f+1i28~3122 (59)[1]-6High

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

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

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)

  1. qcf+1 minicombo follow up