Paul: Difference between revisions

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* Massive wall combo damage
* Massive wall combo damage
* Unexpectedly evasive (sway + crouch dash + deep dive)
* Evasive (sway + crouch dash + deep dive)
* Safe launchers (DF2 and B3)
* Safe launchers (DF2 and B3)
* Easy frame trap setups (DF1~B > sway)
* Easy frame trap setups (DF1~B > sway)
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* Very steppable key moves  
* Steppable key moves  
* Vulnerable to strong keep out  
* Vulnerable to keep out  
* Average punishment damage for: -10,-11, and -12 punishes
* Average punishment damage for: -10,-11, and -12 punishes
* High damage non-wall combos gated behind high execution (QCF1 loops ect)
* High damage non-wall combos gated behind high execution (QCF1 loops ect)

Revision as of 23:43, 8 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 (SWA) - qcf
  • Backsway (BSW) - qcb
Fastest
Launch
  • i14 – b+3
  • 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 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.

Strengths
  • Massive wall combo damage
  • Evasive (sway + crouch dash + deep dive)
  • Safe launchers (DF2 and B3)
  • Easy frame trap setups (DF1~B > sway)
  • Low heat smash
  • Will kick their asses
Weaknesses
  • Steppable key moves
  • Vulnerable to keep out
  • Average punishment damage for: -10,-11, and -12 punishes
  • High damage non-wall combos gated behind high execution (QCF1 loops ect)
  • Subpar lows
  • Can't do a backflip :(
Deathfist
importance
☆☆☆☆☆
value
★☆☆☆☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
Demoman
importance
★☆☆☆☆
value
★☆☆☆☆
dexterity
☆☆☆☆☆
rhythm
★★☆☆☆
QCF1 Execution
importance
★★★★☆
value
★★★★★
dexterity
★★★☆☆
rhythm
★★★★☆
Sway Cancel
importance
★★★★☆
value
★★★★★
dexterity
★★★☆☆
rhythm
★★☆☆☆


Standing punishment
-10
24
-11
24
-12
33
-13
38
-14
76
-15
79
-16
79
-18
88
79
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Crouching punishment
-10
5
-11
18
-12
18
-13
37
-14
38
-15
80
-18
88
80
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Median
Short range
Hard
Wall
Meter/Rage

External links