Paul tech: Difference between revisions

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{{Navbox Paul}}
{{Navbox Paul}}
=== 1+2 Cancel ===
== 1+2 Charge Cancel ==
[[File:1p2cancel 1.mp4|loop|400px]]
 
[[File:1p2cancel 1.mp4|right|loop|400px]]


'''1+2 (hold 16-34f) > f~u~b (release 1+2)'''
'''1+2 (hold 16-34f) > f~u~b (release 1+2)'''
Useful for baiting big keepout attacks or locking down defensive players. Can be used throughout a set to condition opponents. If they begin to challenge the 1+2 cancel, release a level 2 charge for 42 CH damage (48 with Heat) and huge knockback, or cancel into SWA with b to evade and punish their attack. 1+2 charge cannot be canceled before frame 16 or after frame 35, so use with caution.
== Pauldash ==
[[File:Pauldash 2.mp4|right|loop|400px]]
'''d,df~d,df~u > repeat'''
Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash. Good for oki (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against keepout buttons). Be aware of Deep Dive's [[Paul_strategy#Deep_Dive_Startup_Delay/Input_Lockout|delay and input lockout]], which imposes a 10f constraint between Pauldash loops and can cause attacks to start up more slowly than expected.

Revision as of 04:35, 14 May 2024

1+2 Charge Cancel

1+2 (hold 16-34f) > f~u~b (release 1+2)

Useful for baiting big keepout attacks or locking down defensive players. Can be used throughout a set to condition opponents. If they begin to challenge the 1+2 cancel, release a level 2 charge for 42 CH damage (48 with Heat) and huge knockback, or cancel into SWA with b to evade and punish their attack. 1+2 charge cannot be canceled before frame 16 or after frame 35, so use with caution.


Pauldash

d,df~d,df~u > repeat

Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash. Good for oki (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against keepout buttons). Be aware of Deep Dive's delay and input lockout, which imposes a 10f constraint between Pauldash loops and can cause attacks to start up more slowly than expected.