Paul strategy (Tekken 7)

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Revision as of 15:32, 30 January 2022 by RogerDodger (talk | contribs)

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2
3
df+1
db+4
b+1
ws1
ws3
ws4
4
f+2+3
f+1+4
df+2
d+1+2
uf+4
qcb+2
qcb+3
qcf+3
f+1+2
b+4
d+4,2:1+2
qcb+2
qcf+2
qcf+3+4
ub+2
ws2
SS.3
b+1+2
b+3
qcb+4
qcf+1
b+2
db+2
f,F+4
OG.d+2
2
The threat of CH (2),3 makes this much safer on whiff. Using this occasionally can also make your opponent afraid to challenge 1 on block, since they look similar.
3
The threat of CH (3),2 makes this much safer on whiff.
qcb+3
qcf+3
qcf+3 is the better move in most respects, but it can be prudent to use qcb+3 and its extensions occasionally so that the opponent is concerned about them even with qcf+3, since they look so similar. That aside, qcb+3 can be considered more defensive given its pushback on both hit and block.
Tracks left
  • 3
Tracks both
  • d+3
  • db+4
  • b+1
Tracks right


Risk of pushback moves

In some matchups Paul's moves can be safer due to their pushback.

d+1+2
Feng only gets a 35 damage knockdown
Kazumi only gets a 50 damage knockdown
qcf+2
d+4,2:1+2
Can only be punished with a dash attack by Kazumi, Lee, and Lidia.