Paul (Tekken 7) |
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Key moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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1 | |||||||
1,2 | |||||||
2 | |||||||
3 | |||||||
df+1,B | |||||||
db+4 | |||||||
b+1 | |||||||
ws1 | |||||||
ws3 | |||||||
ws4 | |||||||
4 | |||||||
f+2+3 | |||||||
f+1+4 | |||||||
df+2 | |||||||
d+1+2 | |||||||
uf+4 | |||||||
f+1+2 | |||||||
df+1,1 | |||||||
b+4 | |||||||
d+4,2:1+2 | |||||||
qcb+2 | |||||||
qcb+3 | |||||||
qcf+2 | |||||||
qcf+3 | |||||||
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.
- b+3
- 3
- ws2
- d+3
- db+4
- b+1
- ub+2
- qcf+3
- qcf+3+4
- qcb+4
- ws3
- 1,2
- df+2
- b+4
- d+1
Risk of pushback moves
In some matchups Paul's moves can be safer due to their pushback.
- qcf+2
- d+4,2:1+2
- Can only be punished with a dash attack by Kazumi, Lee, and Lidia.
Keepout
Paul is notorious for his keepout. Various moves have some combination of fast whiff recovery, large hitboxes, and/or good coverage (ie ub2 is a homing mid). The opponent will have a tough time getting in safely against Paul.
- df2
- One of Paul's most infamous tools. It has decent whiff recovery and is pretty active. Opponent's blindly rushing in will often get caught by this move. You still need to be careful as ppl can still whiff punish it with good spacing.
- qcb4
- Incredible move. A homing, + on block, CH launching, long range roundhouse. Move does it all. Paired with df2, its makes for a devastating keepout. The opponent has to approach in order to whiff punish df2, but doing so makes them have to deal with qcb4.
- 4
- 12f CH Launching high kick. Relatively easy combo (although the consistent combo is difficult). Solid keepout for throwing out against opponents who are trying to rush in.
- qcf3
- Long range, tracking, high crush low. On CH leads to a guaranteed DemoMan (or launch if you have the execution). Highly versatile tool to make the opponent's second guess their approach.
- 1,2
- Fast safe advancing string. Nothing fancy but gets the job done. The speed helps against aggressive opponents while being safe enough to enable movement afterwards.
- b1
- 12f homing high arm swing with great range. Great tool to help keep opponent's in check. Ensuring the opponents movements stays linear helps Paul's other tools get stronger.
- ub2
- Homing mid. A bit sluggish with both startup and recovery. But useful for opponents using tools that avoid highs to get in. Or opponents rushing in and trying to SS duck (a decent option against Paul).
- 3
- Long range, quick mid. Good for disruption to give yourself some frame advantage to move with and make the opponent rethink their approach.
Rushdown
Paul's defensive nature doesn't lend itself well to rushing the opponent down, not the in more common ways at least. However with a good understanding of the opponent's habits, Paul can create devastating openings and huge momentum swings. Or should the opponent find their back to a wall, very few will be able to handle the oncoming Paul onslaught.
- 1,/1,2
- df1
- qcf3
- qcf3+4
- FF2,X
- Roll dash
Whiff Punishing
Paul's whiff punishment is excellent. From easy launches with df2/Shredders to long range whiff punishers like b1,2 to just basic 1,2. Paul's will always have a way to make the opponent hurt for overextending. And of course he'll always have Deathfist
- df2
- b1,2
- 1,2
- 3,2b
- qcf2
- qcf1
- d1