Paul |
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Paul | |
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Heat |
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Heat Smash | Low, i18, -12 |
Heat Engagers |
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Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat | {{{splat}}} |
Archetypal moves | |
Parry |
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Mid check |
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Power low | d4,2,1+2 |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | [Phoenix] |
#T8_Paul |
This page is for Tekken 8. For Tekken 7, see Paul (Tekken 7).
Paul Phoenix is a strong, fundamentally sound character that can easily be mistaken as an overpowering, damage output machine. While he is capable of eye-watering damage, his greatest strength is in his ability to shutdown aggression, due to his toolkit being both extremely compact while also being built around blowing up opponents for mashing or not being precise with their dashblocking.
His df+2 is a very compact launcher with deceptively quick recovery that excels at clipping overconfident approaches, and his extensions out of df+1 that utilize his backsway (SWA) are great keepout tools against any opponent that wants to pressure after blocking a df+1. Moves like df+1,1, b+2,1, 3,2, and d+1,4 can be delayed to further complicate the gameplans of aggressive opponents, as well as f+1+4, which is a shoulder tackle that almost instantly shifts Paul 90° to the side for a knockdown and good damage.
Furthermore, Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's all-time classic mixups. Deathfist is a fast, astonishingly high damage whiff punish tool that becomes even more powerful in Heat, and Demoman is a just-barely-reactable i26~i27, L,m,m string that does great damage and knocks down. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that hits low, giving Paul an even more terrifying mixup while in Heat.
- Massive Wall Combo Damage
- Unexpectedly Evasive (Sway Plus on Block Setups/Crouch Dash)
- Safe Launchers (DF2 and B3)
- Low Heat Smash
- Very Steppable Key Moves
- Vulnerable to Strong Keep Out
- High Damage Non-Wall Combos are High Execution (QCF1 loops ect)
- Subpar lows
Punishes
Standing
i10 - 1, 2, 3 - 24 DMG high - Panic punish
i12 - B 1, 2 - 33 DMG high - #wallbreak, #tornado - Sets up wall combos
i12 - D 1+2 - 30 DMG mid - #wallbreak
i14 - B3 - 16 DMG high - #safeOB #launcher
i14 - F2 - 40 DMG high - #heatEngager
i15 - DF2 - 13 DMG mid - #highCrush #safeOB #launcher #standingOnly
While Standing
i11 - WS4 - 18 DMG mid
i13 - WS3, 2 - 37 DMG mid #wallbreak
i15 - WS2 - 20 DMG mid - #launcher
Wiff Punishes
i13 QCF2 - 45 DMG #wallbreak #heatEngager #unsafe #uhhhhaa
i15 QCB2 - 27 DMG #wallbreak #heatEngager #safeOB
i15 DF2 - 13 DMG - High Crush , #safeOB #launcher
i27 FF4 - 20 dmg - #launcher #safeOB
i28 BF1 > DB2 - 38 dmg #safeOB
Pokes
i14 DF1,b - 11 DMG - #PLUSOB #SWAY - Best way to pressure with sway
i15 3,1,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure
i15 QCB2 - 27 DMG - #safeOB #heatEngager - Natural follow-up for any of the sway pokes
i18 QCF 3 - 18 DMG - #chLauncher #unsafe
At wall:
i15 D4,2,1+2 - 38 DMG #unsafe #launchPunishable #wallbreak - Demoman :)
i19 CH SS3 > D1+2 - #unsafe
i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
at wall on hit > DB2 - 40 DMG
Frame Traps
Setup moves:
i12 DF1+3 (throw +9/ -2 ob)
i12 DF1,b (+3ob/+9oh)
i15 SWA4 (+1ob)
i22 UF2 (+5ob)
i20 SS1 (+8ob)
Samples
Safe
i15 SWA4 (+1 ob) > 1,2 (-3 ob) - 18 DMG
i20 SS1 (+8 ob) > QCF 1(-4 ob, #launcher) -21 DMG
i22 UF2 (+5 ob) > B3 (-9 ob, #launcher) - 19 DMG
Unsafe
i15 SWA4 (+1 ob) >!i10 1,2,3(-25 ob) can be hit confirmed - 25 DMG
i20 SS1 (+8 ob) > QCB1+2(-14 ob, #launcher)
Grabs
11i - B 1+4 - 40 DMG - 1 break
i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
i12 FF1+2 - 38 DMG - #wallbreak - 1+2 break
i12 2+4 B hold - 40 DMG - 2 break
i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
in heat DF1+3 > QCF 2 - 43 DMG - #wallbreak #uhhhhaa
Takedown.2,d+1,1,1+2 -50 DMG - 1 break
Takedown.1+2,1+2 - 25 DMG - 1+2 break
Combo Theory:
- Highest execution is to add as many QCF1s as possible into a combo for max wall travel and damage.
- Enders are FFF2 for damage in open ground and floor break, D4,2,1+2 for wall travel and wall breaks.
Sample Combos
Low Execution:
62 DMG - DF2 > 3,1 > 3,1,b > SWA1+2 > FFF2 #floorbreak
63 DMG - DF2 > DF4 > 1 > DF4 > 3,1,b > SWA1+2 > FFF2 #floorbreak
74 DMG - QCF1 > DF4 > DF1 > DF4 >3,1,b > SWA1+2 > FFF2 #floorbreak
76 DMG - QCB1+2 > QCF1 > DF4 >3,1,b > SWA1+2 > FFF2 #floorbreak
High Execution:
75 DMG - QCF1 >QCF1 > DF4 3,1,b > SWA1+2 > FFF2 #floorbreak
Walls
85 DMG FF1,2 > FF3,4 > B1,2 > 1 >QCF2 #uhhhhaa
Heat
tbd
External links
Characters (Tekken 8) |
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