Paul movelist (Tekken 7)

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Revision as of 18:36, 30 April 2023 by Lume (talk | contribs) (separate stance moves)

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.1+2

m,​t
10,​45
-22
+15d
i20
pc8~
Rage Art to Cancel Combination

R.1+2,B

m
15
-22
i20
pc8~
Rage Drive

R.qcf+1+2

m
40
+3
+27a (-9)
i12~14
Wall hit on block +9g (5 damage)

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Left Jab

1

h
7
+1
+8
i10
t27 r17
Alternate input f+1
Left Right Combo

1,2

h,​h
7,​12
-1
+6
i10
t39 r19
Combo from 1st hit

1,​2,3

h,​h,​m
7,​12,​7
-25
-14
i10
  • Combo from 1st hit
  • Can't be buffered after moving
Reverse PDK Combo

1,4

h,​l
7,​8
-11
+1
i10
cs10~
r29 FC
Combo from 1st CH
Right Jab

2

h
10
+0
+6
i10
t29 r19
Jab Roundhouse

2,3

h,​h
10,​21
-9
+22a (+13)
i10
r30
Combo from 1st CH
Jab Sweep

2,d+3

h,​l
10,​11
-12
-1
i10
cs10~
r31 FC
Combo from 1st CH

3

m
14
-7
+4
i15
t41 r26
Alternate input b+3+4
Piston Fire

3,2

m,​h
14,​17
-3
+7
i15
r25
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 6f from hit
Piston Fire to Sway

3,2,B

m,​h
14,​17
+4
+14g
i15
r (Sway)
Right High Kick

4

h
17
-7
+7
i12
t38 r26
When input f4, hitbox expanded

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Straight

f+2

h
10
+0
+6
i12
r19
Quick PK

f+2,3

h,​h
10,​16
-11
+5
i12
r29
Combo from 1st hit
Quick PK Smash

f+2,​3,1

h,​h,​m
10,​16,​22
-12
+12a (+3)
+19
i12
i
r33
Elbow
  • Combo from 2nd CH
  • Input can be delayed
  • Combo can be delayed 15f from CH
Back Spin Kick

f+3

h
30
-16
+15a (+5)
i16
r35
Hammer of the Gods

f+1+2

m
22
+3c
+8c
+20a
i20~21
t50 r30
Floor Break
Shoulder Tackle

f+1+4

m
25
-14
+41d (-17)
i21
r37
  • Shoulder
  • Sidesteps left
Chain Breaker

f+2+3

m
21
-14
i20~21
pc8~
r
Shoulder

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Body Blow

df+1

m
13
-2
+4
i14
t35 r21

df+1,1

m,​h
13,​9
-5
+5
+8
i14
r23
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 5f from hit
Lion's Roar

df+1,​1,2

m,​h,​m
13,​9,​22
-9
i14
r32
Combo from 2nd CH
Body Blow to Sway

df+1,B

m
13
+3
+9
i14
i14
r37 (Sway)
Uppercut

df+2

m
13
-8
i15
t42 r27
+3a on crouching opponent hit

df+3

m
14
-9
+2
i16
t44 r28
Phoenix Wings

df+3,4

m,​m
14,​17
-10
+6
+50 (+6)
i16
r30
  • Combo from 1st hit
  • Combo can be delayed 3f from hit
Phoenix Wings (Hold)

df+3,4*

m,​m
14,​17
-6
+50 (+6)
i16
r30
The Boot

df+4

m
21
-1
+9
+31a (+26)
i19
t44 r25

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hammer Punch

d+1

m
16
-9
+2
+3c
i14
t42 r28
Floor Break
Hammer Punch to Crouch

d+1,D

m
16
-9
+2
+3c
i14
i14
t42 r28 FC
Hammer Punch to Power Punch

d+1,2

m,​m
16,​26
-17
+9a (0)
+41a (-6)
i14
r36
Combo from 1st CH
Hammer Punch to Power Punch (Hold)

d+1,2*

m,​m
16,​39
+14g
+9a (0)
+41a (-6)
i14
Wall crush on block +16g

d+1,4

m,​l
16,​15
-31
-17
+14a
i14
r47
Combo from 1st CH
Hang Over

d+1,​4,2

m,​l,​m
16,​15,​21
-14
+3a (-6)
+35a (-12)
i14
r42
Elbow

d+4

l
9
-31
-17
+14a
i15
r47
  • Clean hit +14a
  • Alternate input qcf,d+4
Bone Breaker

d+4,2

l,​m
923
-18
-9
i15
r46
Elbow
  • Combo on 1st clean hit
Demolition Man

d+4,​2,1+2

l,​m,​m
9,​23,​22
-17
+3a (-6)
+35a (-12)
i15
r
Combo from 2nd hit
Demolition Man (Just frame)

d+4,​2:1+2

l,​m,​m
9,​23,​30
-17
+3a (-6)
+35a (-12)
i15
Combo from 1st hit
Shoulder Smash

d+1+2

m
30
-16
+5a (-4)
i12
r39
Shoulder

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Shoot the Moon

db+2

M
21
-11
+14a (-3)
i19~20
t55 r36

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

h
12
-9
+2
i12
t40 r28
Homing
Double Axe Swing

b+1,2

h,​h
12,​21
-5
+8
i12
r34
Tailspin
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 12f from hit

b+2

m
22
-5c
+4c
i18
t52 r34
Floor Break
Crushing Wind

b+2,1

m,​m
22,​22
-12
+0c
i18
r38
Combo from 1st CH
Crushing Wind (Hold)

b+2,1*

m,​m
22,​35
+8
+8c
i18
r29
Lights Out

b+3

h
16
-6
i14
t43 r29
Leg Sweep

b+4

l
14
-13
+3
+16g
i20
t49 r29
Hassou Strike

b+1+2

h
28
+0
+21a (+16)
i24
pc8~
t53 r29

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wrecking Ball

ub+2

m
22
-9
+14a
i21
t51 r30
Homing
Mortar Punch

uf+2

m
35
+9
+8a (-1)
i34
js8~
r36
Wall Bounce

ub+3

m
12
-16
+25a (-15)
i15
js9~

u+3

m
13
-16
i15
js9~
t50 r35

uf+3

m
14
-16
i15
t50 r35
Shredder

uf+3,4

m,​m
14,​20
-13
i15
js9~
r31
Rising Toe Kick

ub+4

m
11
-19
-8
i15
js9~
Rising Toe Kick

u+4

m
15
-13
+19a (+9)
i15
js9~
t48 r33
Rising Toe Kick

uf+4

m
13
-13
i15
js9~

Motion input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Flash Elbow

f,F+2

m
14
-17
-7
i15~16
t52 r37
Elbow
Juggernaut

f,​F+2,1

m,​m
14,​20
-12
+14a
i15
Combo from 1st hit
Juggernaut to Cancel

f,​F+2,​1,B

m
14
-21
-11
i15
Phoenis Bone Breaker

f,​F+2:1

m,​h
14,​,​24
-4
+37a (+11)
i15
Combo from 1st hit
Bulldozer

f,​F+2,2

m,​l
14,​21
-19
i15
cs15~
Bulldozer to Cancel

f,​F+2,​2,B

m
14
-28
-18
i15
cs15~
r FC

f,F+3

m
17
-17
i15~16
js9~
r35
Double Hop Kick

f,​F+3,4

m,​m
17,​15
-16
i15
js
r33
Double Hop Kick High

f,​F+3,​4,4

m,​m,​h
17,​15,​25
-5
i15
js
r31
Tailspin
Triple Kick Combo

f,​F+3,​4,f+4

m,​m,​m
17,​15,​18
-14
+12a (+3)
i15
js
r31
Alternate input ,df+4
Double Hop Kick Low

f,​F+3,​4,d+4

m,​m,​l
17,​15,​15
-17
-6
i15
  • js
  • cs
r35
  • Alternate input db+4
Neutron Bomb

f,F+4

m
20
-1
i27~34
js13~
r25 FC
Burning Spear

b,n,f+1

h
22
-6
i28~31
t59 r31
Elbow
Burning Fist

b,B+1+2

m!
80
+72a
i63~64
Input u,u to Cancel.

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab

hFC.1

s
5
-5
+6
i10
cs1~
r24 FC
Transition to r24 with F
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
r23 FC
Crouch Spin Kick

hFC.3

L
12
-17
-3
i16
cs1~
r33 FC
Crouch Shin Kick

hFC.4

l
10
-15
-4
i12
cs1~
r34 FC
Flash Elbow

FC.df+2

m
14
-17
-7
i14
Elbow
  • Equivalent to f,F+2
Gunba

FC.df+1+2

l
20
-12
i32
cs
r35 FC
Gunba to Cancel

FC.df+1+2,B

i32
cs
t41 r FC
Incomplete Somersault (Pre Action)

D

i160
cs
r FC
Incomplete Somersault (Rising)

D,n,u+3+4

m,​m
40
-48
-2a (-12)
i16
js10~
r FDFA
Self-harm damage 10

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Uppercut

ws1

m
12
-3
+8
i10~11
r22
Thunder Palm

ws2

m
20
-14
i15
t53 r38

ws3

m
16
-8
+3
i13
t40 r27
Knee
Shioh

ws3,2

m,​h
16,​21
-9
+17a (+8)
i13
r31
  • Combo from 1st hit
  • Input can be delayed
  • Combo can be delayed 9f from hit
Toe Smash

ws4

m
18
-6
+5
i11
t36 r25

CD

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Dash

qcf

cs
Cost 2f
Thruster

qcf+1

h
21
-4
i16~18
t42 r26
Elbow
Phoenix Smasher

qcf+2

m
36
-17
+26a (-10)
+37a (-10)
i13~15
t52 r39
Clean hit
Gengetsu

qcf+3

l
17
-14
+0
i18~20
cs6~
t51 r33
Mountain Raze

qcf+3+4

m
30
-9
i19~21
t52 r33
Knee

Sway

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sway

qcb

cs
Cost 2f
God Hammer Punch

qcb+1

m
24
+0c
i21~23
t54 r33
Floor Break
Rubber Band Attack

qcb+2

m
21(31)
-8
+41d (-17)
i15~17
t48 r33
Clean hit
Sway and Low Kick

qcb+3

l
14
-21
-10
i18~20
cs
t58 r40 FC
Rapid Fire

qcb+3,2

l,​m
14,​20
-10
+6
i18
r30
Rapid Fire to Phoenix Smasher

qcb+3,​2,1

l,​m,​h
14,​20,​25
-10
+26a
i18
r39
  • Combo from 2nd hit
  • Input can be delayed
  • Combo can be delayed 16f from hit
Rapid Fire to Lightning Breaker

qcb+3,​2,3

l,​m,​m
14,​20,​22
-13c
i18
r40
Floor Break
  • Combo from 2nd hit
  • Input can be delayed
  • Combo can be delayed 12f from hit
Kawaragoma

qcb+4

h
23
+1
+23a (+14)
i15~17
t42 r27
Homing
Tailspin
Higaku

qcb+1+2

m
22
-14
i18~20
t55 r37
Elbow

SS

Turn Thruster

ss1

h
21
+8
i20
t50 r30
Elbow
Pump in Pedal

ss3

l
17
-12
+4
i19
t50 r31

Others

Down Strike

OTG.d+2

L
21
-12
+4
i18
Wall Jumping Attack

(Back to wall).b,b,ub

m
21
+0c
+8a
i36
fs5~7 is8~13 js14~

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Over The Shoulder

1+3

t
35
-6
+1d
i12
t39 r27
Throw break 1 or 2
Over The Shoulder

f+1+3

t
35
-6
+1d
i15
t39 r27
Homing
  • Same throw as 1+3
Shoulder Pop

2+4

t
35
-3
+0d
i12
r FUFT
  • Throw break 1 or 2
  • Side switch on hit
Shoulder Pop

f+2+4

t
35
-3
+0d
i15
r FUFT
Homing
  • Same throw as 2+4
Dragon Screw

Left throw

t
45
-3
+1d
Throw break 1
Fall Away

Right throw

t
40
-3
+2d
Throw break 2
Reverse Neck Throw

Back throw 1+3

t
50
+3d
Alternative input: any 1 break
Piggyback Throw

Back throw 2+4

t
50
+3d
Floor Break
  • Enable side quick roll after throw
  • Alternative input: any 2 or 1+2 break
Chest Crusher

2+4,B

t
35
-2
+1d
i12
i12
r
  • Throw break 2
  • Side switch on hit
  • Wall hit 4 damage
Twist and Shout

df+1+2

t
40
-6
+7d
i12
Floor Break
  • Throw break 1+2
Kongo Blash (not combination)

df+1+3

t
20
-2
+9
i12
Throw break 1
Kongo Blash

df+1+3,qcf+2

t,​m
20,​15
+16a (-20)
i12
Kongo Blash (Just)

df+1+3:qcf+2

t,​m
20,​20
+16a (-20)
Foot Launch

b+1+4

t
40
-2
+1d
i11
r BT
  • Throw break 1
  • Wall hit does +4 damage
Push Away

f,F+1+2

t
38
+0
+38d
i12
  • Throw break 1+2
  • Wall splat
  • Wall hit does +4 damage
  • On break:
    • side switch
    • position switch
    • recovers in BT
    • wall hit 10 self damage
Ultimate Tackle

db+1+2

t
5
-5
+3d
i26
t59 r33 (Tackle)
  • Throw break 2
  • On break recovers in BT
  • Reverse tackle 1+2 2f before takedown
  • Alternate input FC.1+2
Attack Reversal

b+1+3

25 + 50% of enemy attack
ps3~8
t35 r
  • Alternate input b+2+4
  • Reversal for high/mid attacks (not for elbow, knee, shoulder, head and weapon)
  • Chickenable during 10f, deals 15 damage

Tackle

Ultimate Punch

(Tackle).2,1,2,1

5,​5,​5,​15
+0
+0d
  • Alternate input:
    • any combination of 1 and 2 up to four hits
  • Throw break
    • 1st and 4th hits can be broken
    • 1 to defend left side (against right punch)
    • 2 to defend right side (against left punch)
    • inputs are reversed for tackle from behind
Ultimate Punishment

(Tackle).2,d+1,1,n,4,1,1+2

5,​8,​8,​35
+0d
Arm Breaker

(Tackle).1+2

25
+9
+3d
  • Throw break 1+2,2,2,2
  • Alternate input (Ultimate Punch 3rd).1+2
  • Paul shift to down when throw break
Arm Breaker

(against Ultimate Punch 2).1,1,2

25
+0
Arm Breaker Reversal to Arm Breaker

(against Arm Breaker).1+2,2,2,2,2,2

10
+3d
Tight input

External links