Paul tech

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Revision as of 14:10, 16 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 some keepout buttons).

Be aware of Deep Dive's startup delay and input lockout, which imposes a 10f constraint between Pauldash loops and can cause unintentional jump inputs if crouch cancels are executed too quickly.

BT Tech Trap

H.qcf+2 WBl!
[86+16+17+66] SSL~F > SSL > qcf+1 (x3) > SWA.1+2 T! > jump forward > ws1,2~b > SWA.1+2 T! > H.qcf+2~f > qcf+2

Forward jumping against a backturned opponent in Tornado state forces tech attempts to recover backturned.