Paul |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Paul strategy (Tekken 7).
Combo Theory
Launchers
Input
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.
Another amazing safe on block launcher. Comes out faster than df+2 for clutch situations, but with a high hitbox and limited range. 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. Tracks left.
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.
- ub+4
- u+4
uf+4
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.
- qcf+1
CS.1
- Chip damage (4)
Safe launcher. Good for whiff punishing a ducked high during crouch dash.
SWA.1+2
- High evasion
High risk, high reward whiff punish against moves that can be extended. Best range among Paul's launchers but relatively slow and easily interrupted. Heavily punishable at -14.
- qcf+1+2
CS.1+2
- Cancel to t41 FC with B
f,F+2,2
- 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.
Counterhit Launchers
SWA.4
- Chip damage (6)
SWA.3,2,1
- qcf+3+4
CS.3+4
- High Evasion (brief)
SWA.1
- Chip damage (7)
df+3,4
- Move can be delayed 14f
- Input can be delayed 14f
- Combo from 1st hit with 10f delay
3,2
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SWA.3,2,3
- Combo from 1st CH +15d (-20) FDFA
- Move can be delayed 10f
- Input can be delayed 17f
b+2,1
Enders
Damage/Floor Break
f,f,F+2
- 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
d+4,2,1+2
- 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
Max wall carry ender. Perfect input deals more damage and carries further.
f,F+2:1
- 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.
ws3,2
- 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
- qcf+1
CS.1
- Chip damage (4)
- qcf+3+4
CS.3+4
- High Evasion (brief)
Poke Theory
Pressure
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.
ws1,2
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+1,1
- Combo from 1st hit with 4f delay
- Move can be delayed 10f
- Input can be delayed 10f
df+1,1,2
- 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.
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.
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.
f,F+2:1
- 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 backdashed or sidestepped.
d+4,2,1+2
- 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
Paul's most damaging unseeable low. Requires clean hit and is extremely punishable on block. Best used sparingly.
3,2
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
f+1+2
SS.1
- Chip damage (6)
- Effective minimum startup 30f
Keepout
Input
- qcf+3
CS.3
- Clean hit range 2.0
- 17 damage on hit without Clean Hit
- +7 on CH without Clean Hit
SWA.2
- Clean Hit range 2.45
- Heat Dash disables Clean Hit
- 21 damage without Clean Hit
SWA.4
- Chip damage (6)
At Wall
f,F+1+2
- 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.
df+1+3:qcf+2
- 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.
Stances
Crouch Dash/Cormorant Step
- qcf+1
CS.1
- Chip damage (4)
- qcf+2
CS.2
- qcf+3
CS.3
- Clean hit range 2.0
- 17 damage on hit without Clean Hit
- +7 on CH without Clean Hit
ws1,2
Close in on opponents while ducking highs with d,df Crouch Dash. 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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ws1,2
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 qcb+3 it does not require a standing state at startup.
DPD.2 is a strong, hit confirmable 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 |
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df+2 | i15~16 | 1.97 | 13 (79) | -8 | Mid |
CS.1 | i16~17 | 2.5 | 21 (83) | -4 | High |
d+1+2 | i12~13 | 2.5 | 30 | -16 | Mid |
f+2 | i13 | 2.5 | 38 | -5 | High |
CS.2 | i13~14 | 2.8 | 45 | -17 | Mid |
SWA.2 | i15 | 2.75 | 27 | -9 | Mid |
R.df+1+2 | i20 | 2.8 | 55 | -15 | Mid |
f,F+2:1 | i15~17 | 3.03 | 38 | -4 | Mid |
SWA.1+2 | i16~17 | 3.1 | 22 (86) | -14 | Mid |
f+4 | i22 | 3.3 | 24 | -5 | Mid |
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.
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iWS1 (normally i15~16) hits on frame 25 when input immediately after Deep Dive.
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DPD.2 (normally i15) hits on frame 25 when input immediately after Deep Dive.
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Paul cannot block in the 10-frame lockout window following a Deep Dive input.
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Paul returns to a standing state and is able to block again at the end of this period.
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.
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Mids cannot be blocked during the lockout window.
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Highs will still be evaded.
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)