Paul strategy: Difference between revisions

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== Combo Theory: ==
== Combo Theory: ==


* Advanced technique is to chain qcf1 for maximum damage in open ground after a mid/high launcher.
=== Launchers ===
=== Launchers ===
'''df+2''':  
'''df+2''':  
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* d4,2,1+2: wall travel and wall breaks
* d4,2,1+2: wall travel and wall breaks
* qcf+2: uhhhhhaaaaa
* qcf+2: uhhhhhaaaaa
* Advanced technique is to chain qcf1 for maximum damage in open ground after a mid/high launcher.


== Poke Theory ==
== Poke Theory ==

Revision as of 03:47, 9 February 2024

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

Combo Theory:

Launchers

df+2:

Fantastic safe on block high-crushing mid. Time your use of this so that you have your opponent under pressure where they would need to reset momentum. Once you have the read on the jab counter with df+2. Be careful as misreading this as this would be counted via armored moves or if you are neutral or at a disadvantage: quick counter hits.


b+3:

Another amazing safe on block launcher. Comes out faster than df+2 for clutch situations, but with a high hitbox. Creates a low launch on hit. This is a great launcher to pressure with, as it has forward momentum and moves Paul about 0.8 distance during the animation toward the opponent.


ff+4:

Wiff punish launcher, this will give you variable frames based on your distance to the opponent when the hitboxes make contact (like wake-up spring kicks). Can be anything from -1 if very close to +5 if you make contact at the tip range. Vulnerable to being float combo'ed mid-animation.


uf+3:

Mid hop kick that crushes low attacks, launch punishable on block. Has extension to potentially catch mashing opponents on block. (uf+3,4) Not launch punishable if you complete the extension but can be punished mid string.


Enders

  • fff+2: for damage/ floor break
  • d4,2,1+2: wall travel and wall breaks
  • qcf+2: uhhhhhaaaaa


  • Advanced technique is to chain qcf1 for maximum damage in open ground after a mid/high launcher.

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