Paul |
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Combos (Tekken 8) |
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Combo Theory:
- Advanced technique is to chain qcf1 for maximum damage in open ground after a mid/high launcher.
Launchers
df+2:
Fantastic safe on block high-crushing mid. Time your use of this so that you have your opponent under pressure where they would need to reset momentum. Once you have the read on the jab counter with df+2. Be careful as misreading this as this would be counted via armored moves or if you are neutral or at a disadvantage: quick counter hits.
b+3:
Another amazing safe on block launcher. Comes out faster than df+2 for clutch situations, but with a high hitbox. Creates a low launch on hit. This is a great launcher to pressure with, as it has forward momentum and moves Paul about 0.8 distance during the animation toward the opponent.
ff+4:
Wiff punish launcher, this will give you variable frames based on your distance to the opponent when the hitboxes make contact (like wake-up spring kicks). Can be anything from -1 if very close to +5 if you make contact at the tip range. Vulnerable to being float combo'ed mid-animation.
uf+3:
Mid hop kick that crushes low attacks, launch punishable on block. Has extension to potentially catch mashing opponents on block. (uf+3,4) Not launch punishable if you complete the extension but can be punished mid string.
Enders
- fff+2: for damage/ floor break
- d4,2,1+2: wall travel and wall breaks
- qcf+2: uhhhhhaaaaa
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
Mini-combos
- ss+2
- [45] qcf+2
- CH ss+3
- [50] d1+2
- CH qcf+3
- [49] d+1,2,1+2
- CH df+4
- [49] b+1,2
- b,n,f+1
- [59] qcf+1
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- df+2
- [62] 3,2 > 3,2~b > SWA.1+2 > fff+2
- [69] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 > fff+2
- [75] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 > 2 > fff+2
- qcf+1
- [75] qcf+1 > df+4 > 3,2~b > SWA.1+2 > fff+2
- qcb+1+2
- [76] qcf+1 > df+4 > 3,2~b > SWA.1+2 > fff+2
- b+3
- [72] df+4 > 2 > df+4 > 3,2~b > SWA.1+2 > 2 > fff+2
- ff+4
- [78] 4 > df+4 > 2 > 3,2~b > SWA.1+2 > 2 > fff+2
- uf+3
- [70] 2 > df+4 > 2 > 3,2~b > SWA.1+2 > 2 > fff+2
- [17] CH df(3)4
- [17] CH (3)2
- [21] CH db2
- [21] ff(2)2
- [20] ws2
- [+58] 4 > df+4 > 2 > 3,2~b > SWA.1+2 > 2 > fff+2
Wall
- Full Wall
- ff+3,4 > b+1,2 > 1 > qcf+2
- d1+2 > db2 > 3,2~b > 2
- d1+2 > db2 > 3,2~b,> 2 > u > qcf2
- Low Wall
- b1,2 > qcf+2
- Post-Tornado Wall
- qcf+2
- d+4,2,1+2
- 3,2~b > 2
Float
- 1
- df+4 > 1 > df+4 > 3,1,b > SWA1+2 > fff+2
Heat
- df+2
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.