(added some more stuff to the blurb and cleaned it up) |
No edit summary |
||
Line 54: | Line 54: | ||
* Very Steppable Key Moves | * Very Steppable Key Moves | ||
* Vulnerable to Strong Keep Out | * Vulnerable to Strong Keep Out | ||
* High Damage Non-Wall Combos | * Below Average/Average punishment damage for 10,11, and 12 frame punishes | ||
* High Damage Non-Wall Combos gated behind High Execution (QCF1 loops ect) | |||
* Subpar lows | * Subpar lows | ||
* Can't Do A Backflip :( | * Can't Do A Backflip :( |
Revision as of 23:24, 8 February 2024
Paul |
---|
Paul | |
---|---|
Heat |
|
Heat Smash | Low, i18, -12 |
Heat Engagers |
|
Stances |
|
Fastest | |
Launch |
|
CH launch |
|
Wall splat | {{{splat}}} |
Archetypal moves | |
Parry |
|
Mid check |
|
Power low | d4,2,1+2 |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | [Phoenix] |
#T8_Paul |
This page is for Tekken 8. For Tekken 7, see Paul (Tekken 7).
Paul Phoenix is a strong, fundamentally sound character who is often 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 (called Phoenix Smasher in the movelist, but mostly everyone calls this Deathfist) is an astonishingly high damage whiff punish tool that hits mid, and becomes even more powerful in Heat. Demoman is a L,m,m string that does great damage and knocks down, while also being somewhat hard to react to. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that also hits low much faster than Demoman (i18 vs i27), giving Paul an even more terrifying mixup while in Heat.
- Massive Wall Combo Damage
- Unexpectedly Evasive (Sway Plus on Block Setups/Crouch Dash)
- Safe Launchers (DF2 and B3)
- Low Heat Smash
- Will Kick Their Asses
- Very Steppable Key Moves
- Vulnerable to Strong Keep Out
- Below Average/Average punishment damage for 10,11, and 12 frame punishes
- High Damage Non-Wall Combos gated behind High Execution (QCF1 loops ect)
- Subpar lows
- Can't Do A Backflip :(
Median | |
Short range | |
Hard | |
Wall | |
Meter/Rage |
External links
Characters (Tekken 8) |
---|