Paul strategy (Tekken 7)

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Revision as of 20:11, 29 June 2022 by Shazam (talk | contribs)

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
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.
Tracks left
  • b+3
  • 3
  • ws2
Tracks both
  • d+3
  • db+4
  • b+1
  • ub+2
  • qcf+3
  • qcf+3+4
  • qcb+4
  • ws3
Tracks right
  • 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.

This list is incomplete. You can help by expanding it.
d+1+2
Feng only gets a 35 damage knockdown
Kazumi only gets a 50 damage knockdown
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


External links