Paul strategy

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This page is for Tekken 8. For Tekken 7, see Paul strategy (Tekken 7).

Combo Theory

Launchers

Name
Alt

Input

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

df+2

m
13
1.97
-8
i15~16
t41 r25
  • High evasion

Fantastic safe on block high-evading mid. Time your use of this so that you have your opponent under pressure where they would need to reset momentum. Once you have the read on the jab counter with df+2. Be careful as misreading this as this would be countered via armored moves or, if you are neutral or at a disadvantage, quick counter hits.

Lights Out

b+3

h
16
1.75
-6
i14~15
t42 r27

Another amazing safe on block launcher. Comes out faster than df+2 for clutch situations, but with a high hitbox. Creates a low launch on hit. This is a great launcher to pressure with, as it has forward momentum and moves Paul about 0.8 distance during the animation toward the opponent.

Neutron Bomb

f,F+4

m
20
4.18
+2
i27~34
js14~31 fs32~34
t59 r25 ws
  • Chip damage (8)

Cartwheel launcher. This will give you variable frames on block based on your distance to the opponent when the hitboxes make contact (like wake-up spring kicks). Can be anything from -1 if very close to +5 if you make contact at the tip range. Slow (i27~i34) startup makes it vulnerable to float attacks and sidesteps.

  • u+3
  • ub+3

uf+3

m
15
2.1
-16
i15~16
js8~29 fs30~32
t49 r33
Rising Toe Kick
  • ub+4
  • u+4

uf+4

m
13
1.92
-13
i15~17
js8~29 fs30~32
t49 r33
Sometimes written Hopkick
Shredder
  • ub+3,4
  • u+3,4

uf+3,4

m,​m
15,​10
2.62
-13
,i13~14
js8~29 fs30~32
t60 r32

Low-crushing mid hopkicks. uf+3 is launch punishable on block but has an extension (uf3+4) to catch opponents mashing after the first hit. Neither uf+4 or uf3+4 are launch punishable but the latter can be punished mid-string.

Thruster
  • qcf+1

CS.1

h
21
2.5
-4
i16~17
t41 r24
  • Chip damage (4)
Sometimes written qcf+1

Safe launcher. Good for whiff punishing a ducked high during crouch dash.

Unseen Gust
qcb+1+2

SWA.1+2

m
22
3.1
-14
i16~17
t52 r35
Tornado
  • High evasion
Sometimes written qcb+1+2

High risk, high reward whiff punish. Best range among Paul's launchers but relatively slow and easily interrupted. Heavily punishable at -14.

Gunba
  • qcf+1+2

CS.1+2

L
20
3.53
-12c
i32~33
cs1~33
t69 r36
  • Cancel to t41 FC with B
Sometimes written qcf+1+2
Bulldozer
FC.df+2,2

f,​F+2,2

m,​L
14,​21
-19c
,i36~38
cs33~83
t91 r36
  • Cancel to -28 -18 FC with B
  • Alternate input FC.df+2,2

Gimmick launchers. Both cancelable. f,F2+2 leads to full combo but is launch punishable. QCF1+2 instant Tornadoes and is knockdown punishable. Both can be hopkicked on reaction.

Enders

Damage/Floor Break

Turbulent Hammer
wr2

f,f,F+2

m,​t
21,​34
2.94
-9
+0d FDFA
+35a FUFA
i18~19
t52 r33
Spike on 2nd hit
  • Transition to throw on airborne hit
  • +17d FDFA without throw transition

Standard max damage ender. Decent oki. Can squeeze out 2-3 more damage with 2 > fff+2. Unsafe at -10 but still occasionally useful to throw out in neutral when floor gimmicks are available.

Wall Carry/Wall Break

Demolition Man

d+4,​2,1+2

L,​m,​m
9,​23,​26
4.83
-17
+3d (-6)
+35a (-12)
,i26~27
t105 r42
Balcony Break
  • Move can be delayed 4f
  • Input can be delayed 4f
  • Combo from 1st CL with 4f delay +13d (+6)
  • Combo from 1st CH with 4f delay +13d (+6)
  • Combo from 2nd hit with 4f delay +13d (+6)
  • Perfect input window 21~22f after 2 input
Sometimes written Demoman

Max wall carry ender. Perfect input deals more damage and carries further.

Phoenix Bone Breaker
FC.df+2:1

f,​F+2:1

m,​h
14,​24
3.88
-4
+37d (+11)
,i15
t63 r27
Balcony Break
  • Chip damage (7)
  • Combo from 1st hit
  • Alternate input FC.df+2:1

Useful for splatting at ranges where Demoman will not recover in time for a wall combo follow-up.

Shioh

ws3,2

M,​h
16,​21
3.38
-9
+17d (+8)
,i21~22
t65 r32
Balcony Break
  • Move can be delayed 12f
  • Input can be delayed 12f
  • Combo from 1st hit with 12f delay

Useful for splatting at ranges where Demoman and ff2+1 will not recover in time for a wall combo follow-up.

Okizeme Knockdowns

Thruster
  • qcf+1

CS.1

h
21
2.5
-4
i16~17
t41 r24
  • Chip damage (4)
Sometimes written qcf+1
Mountain Raze
  • qcf+3+4

CS.3+4

m
22
2.79
-9
i19~20
js19~39
t49 r29
Tornado
Balcony Break
  • High Evasion (brief)
Sometimes written qcf+3+4

Poke Theory

Pressure

Tiger Claw

df+4

m
17
2.83
-2
+8
i17~18
t46 r28
Knee

Despite being minus on block, this is the closest thing Paul has to an oppressive mid. Best used in combination with sidestep as opponents will often mash against it and can be launched. At +8 on hit, df+1~b can only be interrupted by parries or teleporting attacks, a second df+4 can only be interrupted by armor or teleporting attacks, and throw attempts are guaranteed. Leads to Heat Engager on CH with f+2 or knockdown with d1+2 and b+1,2.

Enfolding Dragon

ws1,2

m,​m
16,​17
3.85
-11
+2
,i20
t65 r30
  • Move can be delayed 10f
  • Input can be delayed 10f
  • Combo from 1st CH with 10f delay
  • Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b

Delayable, sway cancelable mid-mid pressure tool. First hit tracks far to Paul's left side and combos into second hit on CH. The second hit, which should always be sway canceled, is +1 on block, +14g on hit, and CH leads to two confirmable Heat Engager options with SWA.2 or f+2. Great range when used as iWS from either crouch dash or DPD. Highly abusable attack and one of Paul's best all-purpose moves. An immediate SWA.4 after blocked ws1,2~b will trade with most i14 mash attempts and CH launch most slower attacks.

df+1

m
11
2.23
-2
+4
i14
t34 r20
  • Transition to r15 SWA +3 +9 from 2~14f, 16f with b

df+1,1

m,​h
11,​9
3.14
-5
+5
+8
,i20~21
t49 r28
  • Combo from 1st hit with 4f delay
  • Move can be delayed 10f
  • Input can be delayed 10f
Lion's Roar

df+1,​1,2

m,​h,​m
11,​9,​22
4.07
-9
,i22~23
t91 r31
Balcony Break
  • Combo from 2nd CH

df+1 is an extremely versatile plus on block mid when sway canceled. Mashing against df+1~b can be punished by continuing into df+1,1 or df+1,1,2.

Kurenai

df+2

m
13
1.97
-8
i15~16
t41 r25
  • High evasion

Using ws1,2~b and df+1,1 can condition opponents into jab checking your pressure. Read this timing and counter with df+2 to evade the high and launch.

Pump In Pedal

SS.3

L
17
2.62
-12c
+4
i19
t51 r32
  • Effective minimum startup 28f

Low with huge reach. Only -12 on block. Guaranteed d1+2 on CH. Great after df1~b~u or ws1,2~b~u, but not every time.

Phoenix Bone Breaker
FC.df+2:1

f,​F+2:1

m,​h
14,​24
3.88
-4
+37d (+11)
,i15
t63 r27
Balcony Break
  • Chip damage (7)
  • Combo from 1st hit
  • Alternate input FC.df+2:1

Second hit can be ducked but requires fast reaction and awareness. Mashing on block can generally be sidestepped.

Demolition Man

d+4,​2,1+2

L,​m,​m
9,​23,​26
4.83
-17
+3d (-6)
+35a (-12)
,i26~27
t105 r42
Balcony Break
  • Move can be delayed 4f
  • Input can be delayed 4f
  • Combo from 1st CL with 4f delay +13d (+6)
  • Combo from 1st CH with 4f delay +13d (+6)
  • Combo from 2nd hit with 4f delay +13d (+6)
  • Perfect input window 21~22f after 2 input
Sometimes written Demoman

Paul's most damaging unseeable low. Requires clean hit and is extremely punishable on block. Best used sparingly.

Piston Fire

3,2

m,​h
14,​17
3.64
-3
+7
,i23
t64 r26
  • Move can be delayed 4f
  • Input can be delayed 4f
  • Combo from 1st hit with 4f delay
  • Transition to t60 r19 SWA +4 +14g +57a at 43f with b

Second hit is easily ducked and launched on reaction. Should not be used outside of combos. On its own, however, 3 is a solid keepout button.

Plus Frames

Moonfall
u+2

uf+2

h
26
3.32
+5
+17d FDFA
i22~23
js9~24
t54 r31
Heat Engager
Heat Dash +5, +67a (+50)
Balcony Break
  • Chip damage (6)
Hammer of the Gods

f+1+2

m
22
2.82
+3c
+8c
i20~21
t50 r29
Balcony Break (CH only)
  • Chip damage (4)
  • Move can be delayed 9f (i29~30)
  • Delayed startup from 5~23f charge
  • f+1+2* at 24f charge
  • H.f+1+2* at 24f charge
Turn Thruster

SS.1

h
21
+8
i20
t49 r29
Balcony Break
  • Chip damage (6)
  • Effective minimum startup 30f

df+1

m
11
2.23
-2
+4
i14
t34 r20
  • Transition to r15 SWA +3 +9 from 2~14f, 16f with b

Keepout

Name
Alt

Input

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

d+1

M
16
2.63
-9
+2
+3c
i14~15
t42 r27
Spike
  • Transition to r27 FC with d
Left Kick

3

m
14
2.52
-7
+4
i15~16
t40 r24
Stone Lion

f+4

m
24
3.3
-5
+6
i22
js9~22
t54 r32
Heat Engager
Heat Dash +5, +62a (+42)
Homing
Gengetsu
  • qcf+3

CS.3

L
18
2.62
-14c
+0
+20a FUFA
i18~19
cs7~40
t50 r31
  • Clean hit range 2.0
  • 17 damage on hit without Clean Hit
  • +7 on CH without Clean Hit
Sometimes written qcf+3
Rubber Band Attack
qcb+2

SWA.2

m
27
2.75
-9
+39d (-19)
i15
t49 r34
Heat Engager
Heat Dash +5, +36a (+26)
  • Clean Hit range 2.45
  • Heat Dash disables Clean Hit
  • 21 damage without Clean Hit
Sometimes written qcb+2
Kawaragoma
qcb+4

SWA.4

h
20
2.95
+1
+23d (+14)
i15~16
t42 r26
Homing
  • Chip damage (6)
Sometimes written qcb+4

At Wall

Push Away

f,F+1+2

t
38
+20d
i12
Balcony Break
  • Throw break 1+2
  • Side switch if broken
  • +0 BT if broken
  • +0 FUFA if broken at wall

Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall. 1+2 break.

Phoenix Smasher (Perfect Input)

df+1+3:qcf+2

t,​m
22,​20
+16d (-20) FDFA
,i13~14
Balcony Break
  • H.df+1+3:qcf+2 with Heat
  • Strict qcf input required (d,f does not work)
  • Perfect input window 55-56f
  • Perfect input increases damage, wall carry

Safer option for wall setups, but missing the perfect execution window can limit combo possibilities. Powers up in Heat.

Crouch Dash/Cormorant Step/Deep Dive

Crouch Dash/Cormorant Step

Thruster
  • qcf+1

CS.1

h
21
2.5
-4
i16~17
t41 r24
  • Chip damage (4)
Sometimes written qcf+1
Phoenix Smasher
  • qcf+2

CS.2

m
45
2.8
-17
+26a (-10) FDFA
i13~14
t52 r38
Heat Engager
Balcony Break
  • H.CS.2 with Heat
  • Clean Hit range 2.3
  • 30 damage without Clean Hit
Sometimes written
  • qcf+2
  • Deathfist
Gengetsu
  • qcf+3

CS.3

L
18
2.62
-14c
+0
+20a FUFA
i18~19
cs7~40
t50 r31
  • Clean hit range 2.0
  • 17 damage on hit without Clean Hit
  • +7 on CH without Clean Hit
Sometimes written qcf+3
Enfolding Dragon

ws1,2

m,​m
16,​17
3.85
-11
+2
,i20
t65 r30
  • Move can be delayed 10f
  • Input can be delayed 10f
  • Combo from 1st CH with 10f delay
  • Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b

Close in on opponents while ducking highs with d,df. Cormorant Step, which requires a full QCF motion, loses high evasion but has more forward movement than crouch dash and is necessary to execute stance moves. Therefore, when using CD/CS as an approach tool, it is generally better to use d,df first and delay the f input until the moment of your attack.

Good pokes from crouch dash are iWS1,2~b (mid-mid) and qcf3 (low). Whiff punish from this stance with qcf+2 Heat Engager at a distance or qcf+1 to launch at closer ranges.

Deep Dive

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Enfolding Dragon

ws1,2

m,​m
16,​17
3.85
-11
+2
,i20
t65 r30
  • Move can be delayed 10f
  • Input can be delayed 10f
  • Combo from 1st CH with 10f delay
  • Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b

Because Deep Dive stance attacks do not require a forward input, Paul can use this crouch dash extension to more safely sail underneath keepout highs and punish. DPD.4 is especially strong against highs as unlike Paul's CD/CS lows, it does not require a standing state at startup.

DPD.2 is a strong mid that is punishable at -10 on block but its two delayable followups can punish mash attempts. iWS1,2 is, once again, an excellent option when used from Deep Dive.

Crouch Dash and Deep Dive can be chained together for a pseudo-wavedash with the input d,df,d,df,u. This is especially useful for chasing down techs after a knockdown.

Be aware of the input constraints that come with using Deep Dive, especially if you are able to execute it quickly.

Whiff Punishers

Whiff punishers
Move Speed Range Damage Risk Hitbox
CS.2i13~142.845-17Mid
d+1+2i12~132.530-16Mid
f,F+2:1i15~173.0338-4Mid
SWA.2i152.7527-9Mid
SWA.1+2i16~173.122 (86)-14Mid
CS.1i16~172.521 (83)-4High
df+2i15~161.9713 (79)-8Mid

Grabs

  • i11 - B 1+4 - 40 DMG - 1 break
  • i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
  • i12 FF1+2 - 38 DMG - #wallbreak - 1+2 break
  • i12 2+4 B hold - 40 DMG - 2 break
  • i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
  • DF1+3 > QCF 2 - #wallbreak #uhhhhaa
  • Takedown.2,d+1,1,1+2 -50 DMG - 1 break
  • Takedown.1+2 - 25 DMG - 1+2 break

Frame Traps

Setup moves

  • i12 DF1+3 (throw +9/ -2 ob)
  • i12 DF1,b (+3ob/+9oh)
  • i15 SWA4 (+1ob)
  • i22 UF2 (+5ob)
  • i20 SS1 (+8ob)

Samples

Safe

  • i15 SWA4 (+1 ob) > 1,2 (-3 ob) - 18 DMG
  • i20 SS1 (+8 ob) > QCF 1(-4 ob, #launcher) -21 DMG
  • i22 UF2 (+5 ob) > B3 (-9 ob, #launcher) - 19 DMG

Unsafe

  • i15 SWA4 (+1 ob) >!i10 1,2,3(-25 ob) can be hit confirmed - 25 DMG
  • i20 SS1 (+8 ob) > QCB1+2(-14 ob, #launcher)

Deep Dive Startup Delay/Input Lockout

There is a 10-frame window after Deep Dive where Paul's movement is locked and attack options (both WS and DPD) start up 1-10 frames slower.

An immediate press after DPD (WS1/WS2/WS3/WS4/DPD2/DPD4/DPD3+4) will add 10 frames of startup to that move. This delay decays gradually for each frame following the DPD input, until startup eventually returns to normal. For example:

  • WS1 startup is i15~16
  • d, df, d, df, WS1 startup is i25~26
  • d, df, d, df, (4f delay), WS1 startup is i21~22
  • d, df, d, df, (5f delay), WS1 startup is i20-21

And so on until 9f delay (10f after DPD), when WS1 startup is back to the regular i15~16.

The Frame Data display in Practice/Replay mode does not account for these additional frames and shows only the attack's normal startup.

Paul's only bufferable movement in this state is u, though this cannot be used to immediately crouch cancel (see next section for details).

Lockout frames begin as soon as the initial crouch dash is canceled into Deep Dive. Delay between CD and DPD inputs does not seem to matter.

This delay makes Deep Dive a more committal approach than Paul's regular crouch dash and has practical drawbacks in both neutral and pressure. Be mindful of this extra startup before attacking with a long-range iWS1,2 or DPD.2, and avoid using DPD inputs for iWS at closer ranges whenever possible.

Crouch Cancel Does Not Avoid Lockout

Crouch canceling to avoid the DPD delay window and immediately return to neutral does not seem possible. The sidestep from crouch cancel will not come out until 10 frames after DPD, and no other directional movement or attack can be executed or buffered in the interim.

This includes b, meaning you cannot block for at least 10 frames after DPD.

Other

  • Canceling ff+2,2 via db input gives access to easy crouch pressure mixups such as Ultimate Tackle (fc.d+1+2), and Thunder Palm (ws.2)