Paul strategy (Tekken 7): Difference between revisions

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{{Paul}}
{{Paul}}


== Overview ==
== Key moves ==
For a long time all you needed with Paul was Deathfist, DemoMan, and fundamentals. And while this can still hold true, no longer do you have to rely on his high risk/high reward 50/50. Instead Paul has developed (ie BamCo kept buffing him) into a very strong turtle character with a wide array of powerful keepout and punishment options.


Players should focus on maximizing Paul's defensive tools while pushing the opponent to the wall. Once at the wall Paul can continue to be this wall of pressure and mixups, exploding the opponent's mistakes.
{{KeyMoves|
{{KeyMove|1|poke=core}}
{{KeyMove|1,2|poke=core}}
{{KeyMove|2|poke=core}}
{{KeyMove|3|poke=core|mixup=extra}}
{{KeyMove|df+1|poke=core|mixup=extra}}
{{KeyMove|db+4|poke=core|mixup=extra}}
{{KeyMove|b+1|poke=core}}
{{KeyMove|ws1|poke=core|mixup=extra}}
{{KeyMove|ws3|poke=core|mixup=extra}}
{{KeyMove|ws4|poke=core|mixup=extra}}
{{KeyMove|4|counter=core|keepout=secondary}}
{{KeyMove|f+2+3|counter=core|mixup=extra}}
{{KeyMove|f+1+4|counter=core|mixup=secondary}}
{{KeyMove|df+2|counter=core|keepout=secondary|mixup=extra}}
{{KeyMove|d+1+2|counter=core|mixup=extra}}
{{KeyMove|uf+4|counter=core|mixup=extra}}
{{KeyMove|qcb+2|counter=core}}
{{KeyMove|qcb+3|counter=core|mixup=secondary|keepout=extra|oki=extra}}
{{KeyMove|qcf+3|counter=core|mixup=secondary|approach=secondary|oki=extra}}
{{KeyMove|f+1+2|mixup=core|counter=extra}}
{{KeyMove|b+4|mixup=core|oki=secondary|counter=extra}}
{{KeyMove|d+4,2:1+2|mixup=core|oki=extra}}
{{KeyMove|qcb+2|mixup=core}}
{{KeyMove|qcf+2|mixup=core|approach=extra}}
{{KeyMove|qcf+3+4|mixup=core|approach=secondary}}
{{KeyMove|ub+2|mixup=core|counter=extra}}
{{KeyMove|ws2|mixup=core|keepout=secondary}}
{{KeyMove|SS.3|mixup=core|counter=extra|oki=extra}}
{{KeyMove|b+1+2|keepout=core|counter=secondary}}
{{KeyMove|b+3|keepout=core}}
{{KeyMove|qcb+4|keepout=core|counter=core}}
{{KeyMove|qcf+1|approach=core|counter=secondary}}
{{KeyMove|b+2|approach=core|mixup=secondary|counter=extra}}
{{KeyMove|db+2|oki=core|mixup=extra}}
{{KeyMove|f,F+4|oki=core|approach=secondary|mixup=extra}}
{{KeyMove|OG.d+2|oki=core|mixup=extra}}
}}


== Keepout ==
; 2
: The threat of CH (2),3 makes this much safer on whiff. Using this occasionally can also make your opponent afraid to challenge 1 on block, since they look similar.
; 3
: The threat of CH (3),2 makes this much safer on whiff.
; qcb+3
; qcf+3
: qcf+3 is the better move in most respects, but it can be prudent to use qcb+3 and its extensions occasionally so that the opponent is concerned about them even with qcf+3, since they look so similar. That aside, qcb+3 can be considered more defensive given its pushback on both hit and block.


== Rushdown ==
{{BlueOrange
|left={{Dotlist|
* 3
}}
|orange={{Dotlist|
* d+3
* db+4
* b+1
}}
|right={{Dotlist|
}}
}}


== Whiff Punishment ==
== Risk of pushback moves ==


== 50/50 ==
In some matchups Paul's moves can be safer due to their pushback.


== Matchups ==
{{Combolist|
; d+1+2
: [[Feng]] only gets a 35 damage knockdown
: [[Kazumi]] only gets a 50 damage knockdown


Feng can't launch punish d+1+2 on block due to his poor hopkick range and must settle for a 35 damage knockdown.
; qcf+2
; d+4,2{{colon}}1+2
: Can only be punished with a [[dash attack]] by [[Kazumi]], [[Lee]], and [[Lidia]].
}}

Revision as of 15:32, 30 January 2022

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2
3
df+1
db+4
b+1
ws1
ws3
ws4
4
f+2+3
f+1+4
df+2
d+1+2
uf+4
qcb+2
qcb+3
qcf+3
f+1+2
b+4
d+4,2:1+2
qcb+2
qcf+2
qcf+3+4
ub+2
ws2
SS.3
b+1+2
b+3
qcb+4
qcf+1
b+2
db+2
f,F+4
OG.d+2
2
The threat of CH (2),3 makes this much safer on whiff. Using this occasionally can also make your opponent afraid to challenge 1 on block, since they look similar.
3
The threat of CH (3),2 makes this much safer on whiff.
qcb+3
qcf+3
qcf+3 is the better move in most respects, but it can be prudent to use qcb+3 and its extensions occasionally so that the opponent is concerned about them even with qcf+3, since they look so similar. That aside, qcb+3 can be considered more defensive given its pushback on both hit and block.
Tracks left
  • 3
Tracks both
  • d+3
  • db+4
  • b+1
Tracks right


Risk of pushback moves

In some matchups Paul's moves can be safer due to their pushback.

d+1+2
Feng only gets a 35 damage knockdown
Kazumi only gets a 50 damage knockdown
qcf+2
d+4,2:1+2
Can only be punished with a dash attack by Kazumi, Lee, and Lidia.