Paul tech

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Revision as of 04:35, 14 May 2024 by LLJ (talk | contribs)

1+2 Charge Cancel

1+2 (hold 16-34f) > f~u~b (release 1+2)

Useful for baiting big keepout attacks or locking down defensive players. Can be used throughout a set to condition opponents. If they begin to challenge the 1+2 cancel, release a level 2 charge for 42 CH damage (48 with Heat) and huge knockback, or cancel into SWA with b to evade and punish their attack. 1+2 charge cannot be canceled before frame 16 or after frame 35, so use with caution.


Pauldash

d,df~d,df~u > repeat

Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash. Good for oki (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against keepout buttons). Be aware of Deep Dive's delay and input lockout, which imposes a 10f constraint between Pauldash loops and can cause attacks to start up more slowly than expected.