Paul strategy: Difference between revisions

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And so on until 9f delay (10f after DPD), when WS1 startup is back to the regular i15~16.
And so on until 9f delay (10f after DPD), when WS1 startup is back to the regular i15~16.


This has practical drawbacks for several of these moves, but it most notably affects iWS1,2 - be mindful of this extra startup before using it at long range, and avoid using DPD inputs for iWS at closer ranges whenever possible.
This has practical drawbacks for several moves, but it most notably affects iWS1,2 - be mindful of this extra startup before using it at long range, and avoid using DPD inputs for iWS at closer ranges whenever possible.


== Other ==
== Other ==
* Canceling ff+2,2 via db input gives access to easy crouch pressure mixups such as Ultimate Tackle (fc.d+1+2), and Thunder Palm (ws.2)
* Canceling ff+2,2 via db input gives access to easy crouch pressure mixups such as Ultimate Tackle (fc.d+1+2), and Thunder Palm (ws.2)

Revision as of 02:46, 11 April 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
  • d+4,2,1+2: wall travel and wall breaks
  • df+2: okizeme
  • qcf+2: uhhhhhaaaaa

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.
  • ss+3 is a low with great reach. It has guaranteed damage follow-ups on counter hit.
  • Create pressure utilizing plus on block moves on opponents, uf+2, df+1,b~ SWA, ect..
  • Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+2 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
  • i15~17 F,F+2 - 14 DMG - can cancel
  • i18 QCF 3 - 18 DMG - #chLauncher #unsafe
  • i19 SS.3 - 17 DMG - Good range pressure tool, natural follow-up on counter hit; d+1+2 for 50 DMG.


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
DF1+3 > QCF 2 - #wallbreak #uhhhhaa
  • Takedown.2,d+1,1,1+2 -50 DMG - 1 break
  • Takedown.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)

Deep Dive Startup Delay

Paul's attacks (both WS and DPD) start up as many as 10 frames slower when executed quickly after DPD.

An immediate press after DPD (WS1/WS2/WS3/WS4/DPD2/DPD4/DPD3+4) will add 10 frames of startup to that move, but this delay decays gradually for every subsequent frame after the DPD input, until startup eventually returns to normal. For example:

  • WS1 startup is i15~16
  • d, df, d, df, WS1 startup is i25~26
  • d, df, d, df, (4f delay), WS1 startup is i21~22
  • d, df, d, df, (5f delay), WS1 startup is i20-21

And so on until 9f delay (10f after DPD), when WS1 startup is back to the regular i15~16.

This has practical drawbacks for several moves, but it most notably affects iWS1,2 - be mindful of this extra startup before using it at long range, and avoid using DPD inputs for iWS at closer ranges whenever possible.

Other

  • Canceling ff+2,2 via db input gives access to easy crouch pressure mixups such as Ultimate Tackle (fc.d+1+2), and Thunder Palm (ws.2)
  1. qcf+1 minicombo follow up