Paul: Difference between revisions

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(1) Paul's demoman is not i27 or even slower than his heat smash. It is i15. 2) Key techniques are more clearly defined and values reassigned. iWR2 is more generous for Paul than say, Dragunov)
(Paul has lows in this game. I think wall carry is a more defined weakness)
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'''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 [[Dash_block|dashblocking]].
'''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 [[Dash_block|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.
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 d/f+1,1, b+2,1, 3,2, and d+1,2 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 [[Mixup|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 unreactable. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that also hits low, giving Paul an even more terrifying mixup while in Heat.
Furthermore, Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's all-time classic [[Mixup|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 low string that does great damage and knocks down, while also being unreactable. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that also hits low, giving Paul an even more terrifying mixup while in Heat.


{{BlueRed
{{BlueRed
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|blue=
* '''Deathfist''': One of the most feared whiff punishers in all of ''Tekken'', as well as being a mid. Does as much damage in a single hit as some entire combos.
* '''Deathfist''': One of the most feared whiff punishers in all of ''Tekken'', as well as being a mid. Does as much damage in a single hit as most mini-combos.
* '''Evasive''': Paul has a backsway, a crouch dash, and a full dive for pulling opponents towards him. Deathfist and df2 can be used in conjunction with this to make Paul very deadly to approach.
* '''Keepout''': qcb+4 is an incredibly oppressive long-range homing move that gives frame advantage and chip damage, as well as a potential counter-hit launch.
* '''Safe Pressure and Launchers''': Df2 and b3 are both safe on block, and Paul has a good number of safe strings to keep his opponents in check.  
* '''Evasive''': Paul has a backsway, a crouch dash, a full dive for pulling opponents towards him, and several moves like d+1+2 and f+1+4 that are incredibly evasive. Even d/f+2 retains its jab evasion.
* '''Safe Pressure and Launchers''': d/f+2 and b+3 are both safe on block, and Paul has a good number of safe strings to keep his opponents in check.  
* '''Brutal Heat Buffs''': Paul gains several guard breaks in Heat that supplement his offense. He also has incredibly high wall damage, to the point where a single correct Heat Engage can end up winning the round.  
* '''Brutal Heat Buffs''': Paul gains several guard breaks in Heat that supplement his offense. He also has incredibly high wall damage, to the point where a single correct Heat Engage can end up winning the round.  
* '''Great Mixups''': Demoman and Deathfist create a 50/50 with good reward on both options. Paul's Heat Smash is also a low, giving him great burst damage potential for closing out rounds.  
* '''Great Mixups''': Demoman and Deathfist create a 50/50 with good reward on both options. Paul's Heat Smash is also a low, giving him great burst damage potential for closing out rounds.
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* '''Sidesteppable''': Many of Paul's key moves are steppable, which requires him to be pretty conservative with his move at higher levels.  
* '''Linearity''': Many of Paul's key moves are steppable, which requires him to be pretty conservative with his moves at higher levels.  
* '''Walled Out''': Paul likes to play defensively, but struggles to get in and make big comebacks.  
* '''Walled Out''': Paul likes to play defensively, but struggles to get in and make big comebacks. Deep Dive can cover distance, but remains a linear approach option.
* '''Subpar Lows''': Demoman is very punishable on block, and all of Paul's other lows are either stubby or don't give good reward.  
* '''Wall Carry''': While his wall carry has improved, it still pales in comparison to most other characters due to lacking a move that spins on air hit.
* Can't do a backflip :(
* Can't do a backflip :(
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Just Frame Demoman|importance=2|value=2|dexterity=1|rhythm=3}}
{{KeyTech|Just Frame Demoman|importance=3|value=2|dexterity=1|rhythm=3}}
{{KeyTech|Deathfist Block Punish|importance=3|value=5|dexterity=3|rhythm=4}}
{{KeyTech|Deathfist Block Punish|importance=3|value=5|dexterity=3|rhythm=4}}
{{KeyTech|QCF1 Execution|importance=4|value=5|dexterity=3|rhythm=4}}
{{KeyTech|QCF1 Execution|importance=4|value=5|dexterity=3|rhythm=4}}

Revision as of 15:51, 25 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
Discord [1]

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 d/f+1,1, b+2,1, 3,2, and d+1,2 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 low string that does great damage and knocks down, while also being unreactable. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that also hits low, giving Paul an even more terrifying mixup while in Heat.

Strengths
  • Deathfist: One of the most feared whiff punishers in all of Tekken, as well as being a mid. Does as much damage in a single hit as most mini-combos.
  • Keepout: qcb+4 is an incredibly oppressive long-range homing move that gives frame advantage and chip damage, as well as a potential counter-hit launch.
  • Evasive: Paul has a backsway, a crouch dash, a full dive for pulling opponents towards him, and several moves like d+1+2 and f+1+4 that are incredibly evasive. Even d/f+2 retains its jab evasion.
  • Safe Pressure and Launchers: d/f+2 and b+3 are both safe on block, and Paul has a good number of safe strings to keep his opponents in check.
  • Brutal Heat Buffs: Paul gains several guard breaks in Heat that supplement his offense. He also has incredibly high wall damage, to the point where a single correct Heat Engage can end up winning the round.
  • Great Mixups: Demoman and Deathfist create a 50/50 with good reward on both options. Paul's Heat Smash is also a low, giving him great burst damage potential for closing out rounds.
Weaknesses
  • Linearity: Many of Paul's key moves are steppable, which requires him to be pretty conservative with his moves at higher levels.
  • Walled Out: Paul likes to play defensively, but struggles to get in and make big comebacks. Deep Dive can cover distance, but remains a linear approach option.
  • Wall Carry: While his wall carry has improved, it still pales in comparison to most other characters due to lacking a move that spins on air hit.
  • Can't do a backflip :(
Just Frame Demoman
importance
★★★☆☆
value
★★☆☆☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆
Deathfist Block Punish
importance
★★★☆☆
value
★★★★★
dexterity
★★★☆☆
rhythm
★★★★☆
QCF1 Execution
importance
★★★★☆
value
★★★★★
dexterity
★★★☆☆
rhythm
★★★★☆
Sway Cancel Deathfist
importance
★★★★☆
value
★★★★★
dexterity
★★★★☆
rhythm
★★★★☆
iWR2
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