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.
- qcb4
- 4
- qcf3
- 1,2
- b1
- ub2
- 3
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