Paul tech: Difference between revisions

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* Second splat requires qcf+1 or u/ub/uf+3+4 to keep opponent high enough on wall for followups
* Second splat requires qcf+1 or u/ub/uf+3+4 to keep opponent high enough on wall for followups


== 1+2 Charge Cancel ==
== 1+2 Fast Cancel ==
[[File:1p2cancel 1.mp4|right|loop|320x180px]]
[[File:1p2cancel 1.mp4|right|loop|320x180px]]



Revision as of 22:43, 26 May 2024

2 > wr2 Buffering

An instant while running move cannot be fully buffered, but its first f,n input can. With a 22-frame buffer window for instant while running attacks, f,n can be input extremely early during a 2 jab — as early as frame 10 — and still result in a valid wr2 command if the remaining inputs are performed immediately as the 2 jab's recovery frames end.

Taking advantage of this large window makes the 2 > wr2 link more manageable by effectively splitting its input into halves, with only the second set of inputs (f,n,f,f+2) requiring any precision in their timing.

Startup
Active
Recovery
Standing
Dashing
Earliest 2 > wr2 with buffered f,n (33f)
Frame
Input
State
1
n2
10
f
11
n
29
30
f
31
n
32
f
33
f2
Latest 2 > wr2 with buffered f,n (51f)
Frame
Input
State
1
n2
28
f
29
n
30
48
f
49
n
50
f
51
f2

Note that these are only examples meant to show the upper and lower bounds of the buffer window. Frame-perfect inputs are rarely, if ever, required for a successful 2 > wr2 link.

Resplat

Resplat combo with d+1+2 starter and 3,2~b~u > qcf+2 ender.

Splat > Reposition > Splat > qcf+3+4 > d+1+2 > Ender

  • First splat must be a wall-hitting combo starter that causes opponent to enter a forward-falling slide state
  • Reposition so that the next attack splats as high as possible — one backdash is the most common solution, but some splat angles require lateral, delayed or forward movement
  • Second splat requires qcf+1 or u/ub/uf+3+4 to keep opponent high enough on wall for followups

1+2 Fast 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. Cancel into block with 1+2~f~u~B or SWA with 1+2~b to evade and punish.

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. Much easier to execute reliably with some form of SOCD cleaning.

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 can give opponents enough time to successfully challenge your approach.

BT Tech Trap

[86] H.qcf+2 WBl! > SSL~F > SSL > qcf+1 (x3) > SWA.1+2 T! > dash > UF
[+99] ws1,2~b > SWA.1+2 > 3,2~b > SWA.1+2 T! > H.qcf+2~f > qcf+2

Forward jumping against a backturned opponent in Tornado state can force tech attempts to recover backturned.


Deep Dive Startup Delay/Input Lockout

There is a 10-frame window after Deep Dive where Paul's movement is locked and attack options (both ws and DPD) start up 1-10 frames slower.

An immediate press after DPD (ws1/ws2/ws3/ws4/DPD.2/DPD.4/DPD.3+4) will add 10 frames of startup to that move. This delay decays gradually for each frame following 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.

The Frame Data display in Practice/Replay mode does not account for these additional frames and shows only the attack's normal startup.

This decaying startup delay is similar to that of sidestep moves, but with the additional constraint that Paul's only bufferable movement in this state is u (which cannot be used to immediately crouch cancel - see next section for details).

Lockout frames begin as soon as the initial crouch dash is canceled into Deep Dive. Delay between CD/QCF and DPD inputs does not seem to matter.

This delay makes Deep Dive a more committal approach than Paul's regular crouch dash and has practical drawbacks in both neutral and pressure. Be mindful of this extra startup before attacking with a long-range iWS1,2 or DPD.2, and avoid using DPD inputs for iWS at closer ranges whenever possible.

Crouch Cancel Does Not Avoid Lockout

Crouch canceling to avoid the DPD delay window and immediately return to neutral does not seem possible. The sidestep from an up input can only be buffered and executed 10 frames after DPD at the earliest. No other directional movement or attack can be buffered, and some inputs may lead to unintentional jumps (this appears to be a bug).

This includes b and d, meaning you cannot block for at least 10 frames after DPD.