Paul (Tekken 7) |
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Paul | |
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Key techniques |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Reversal | b+1+3 (high/mid punch/kick) |
Mid check |
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Hopkick | uf+4 |
Stature kick |
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Power low | d+4,2:1+2 |
Snake edge | FC.df+1+2 |
Shadow cutter |
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Generic moves | |
Remapped |
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Missing | (none) |
External links | |
Lore | Paul Phoenix |
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Paul is a defensive character whose appearance deceptively implies a high powered brawler. While he does have the potential for explosive damage, his style is not so much going hard on pressure as it is quickly switching between hyper aggression and hyper defense.
His df+2 is notorious for its evasiveness, being able to beat highs precisely when opponents are most interested in using them. The low risk vs its high reward make it a potent but simple tool.
The iconic moves Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's most classic mixups. Deathfist is also well-feared for its speed and powerâdealing far more damage in one hit than anything else in its classâand it's notorious for how tricky it is to punish.
Strengths
- Huge comeback potential
- Suffocating keepout with qcb+4
- Potentially lopsided matchups if Deathfist can't be punished
- Fastest homing move in the game
- Potent evasive moves
Weaknesses
- Loose pressure, so he relies primarily on neutral and wall pressure
- Tight links and/or clean motion inputs needed for many combos
- Has a sway stance off d,db,b so you need a clean backdash cancel
- Short wall carry
Standing punishment
-10
-11
-12
-13
-14
-15
-23
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
-11
-12
-13
-14
-15
-23
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Median | |
Short range | |
Hard | |
Wall | |
Meter/Rage |
External links
Characters (Tekken 8) |
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