Paul tech: Difference between revisions

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'''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.
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 ==
== Pauldash ==
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'''d,df~d,df~u > repeat'''
'''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 some 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.
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 some keepout buttons).
 
Be aware of Deep Dive's [[Paul_strategy#Deep_Dive_Startup_Delay/Input_Lockout|startup delay and input lockout]], which imposes a 10f constraint between Pauldash loops and can cause unintentional jump inputs if crouch cancels are executed too quickly.

Revision as of 10:09, 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 some keepout buttons).

Be aware of Deep Dive's startup delay and input lockout, which imposes a 10f constraint between Pauldash loops and can cause unintentional jump inputs if crouch cancels are executed too quickly.