Paul strategy (Tekken 7): Difference between revisions

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Paul's defensive nature doesn't lend itself well to rushing the opponent down, not the in more common ways at least. However with a good understanding of the opponent's habits, Paul can create devastating openings and huge momentum swings.  
Paul's defensive nature doesn't lend itself well to rushing the opponent down, not the in more common ways at least. However with a good understanding of the opponent's habits, Paul can create devastating openings and huge momentum swings.  
Or should the opponent find their back to a wall, very few will be able to handle the oncoming Paul onslaught.
Or should the opponent find their back to a wall, very few will be able to handle the oncoming Paul onslaught.
* Dash Block
** The most fundamental approach method. A very low commitment versatile tool. Always better to approach with movement instead of moves where possible.
* 1,/1,2
* 1,/1,2
** A simple jab or jab string is often one of the easiest and safest ways to advance towards the opponent. Combined with dashblocking you can close the distance on an opponent before they can react. Then immediately move or challenge based on your reads since you are left at +1 or -1. Very low commitment tools thats vital to use.
* df1
* df1
** A unique df1 that tracks to Paul's weakside (Opp SSR). Its slower than a generic df1 but with the trade-off that can Paul can cancel the move into backsway for a plethora of mixups or ending at +1 with a sidestep cancel. Relatively low commitment mid thats good to catch ppl who are wary of jabs, qcf1, or qcf3.
* qcf1
** Safe, advancing, launching elbow. Can be evasive against high but not a true high crush. Leaves Paul at -4 but opponents may already be wary of jabs and qcf3 so use with caution.
* qcf3
* qcf3
** Incredible low that does it all. Moves Paul forward, tracks well to both directions, true high crush, good damage, neutral on hit, all while avoiding being launched by a good portion of the cast. This move alone can lockdown opponents and create mindgames.
* qcf3+4
* qcf3+4
** Powerful launching mid to mix up with qcf3 or just approaching in general. While its safe on block, it leaves Paul -9 in the opponent's face, so be wary of the opponent doing a mixup. Still a powerful tool.
* FF2,X
* FF2,X
** A long distance elbow with follow-ups. FF2:1 results in a safe high. FF2,1 results in an unsafe mid but canceled for mind games. Both wallsplat. A powerful but moderately risky approach tool.
* Roll dash
* Roll dash
** Paul's roll dash can be input by itself without committing to a roll dash option. However Paul is unable to cancel into blocking like with a Mishima-style crouch dash. Not recommended but can be used to bait whiffs. Its input allows for iWS moves which is much more useful.
** iWS3:
** iWS4:


== Whiff Punishing ==
== Whiff Punishing ==

Latest revision as of 16:00, 25 January 2024

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2
3
df+1,B
db+4
b+1
ws1
ws3
ws4
4
f+2+3
f+1+4
df+2
d+1+2
uf+4
f+1+2
df+1,1
b+4
d+4,2:1+2
qcb+2
qcb+3
qcf+2
qcf+3
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
  • b+3
  • 3
  • ws2
Tracks both
  • d+3
  • db+4
  • b+1
  • ub+2
  • qcf+3
  • qcf+3+4
  • qcb+4
  • ws3
Tracks right
  • 1,2
  • df+2
  • b+4
  • d+1

Risk of pushback moves

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

This list is incomplete. You can help by expanding it.
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.

Keepout

Paul is notorious for his keepout. Various moves have some combination of fast whiff recovery, large hitboxes, and/or good coverage (ie ub2 is a homing mid). The opponent will have a tough time getting in safely against Paul.

  • df2
    • One of Paul's most infamous tools. It has decent whiff recovery and is pretty active. Opponent's blindly rushing in will often get caught by this move. You still need to be careful as ppl can still whiff punish it with good spacing.
  • qcb4
    • Incredible move. A homing, + on block, CH launching, long range roundhouse. Move does it all. Paired with df2, its makes for a devastating keepout. The opponent has to approach in order to whiff punish df2, but doing so makes them have to deal with qcb4.
  • 4
    • 12f CH Launching high kick. Relatively easy combo (although the consistent combo is difficult). Solid keepout for throwing out against opponents who are trying to rush in.
  • qcf3
    • Long range, tracking, high crush low. On CH leads to a guaranteed DemoMan (or launch if you have the execution). Highly versatile tool to make the opponent's second guess their approach.
  • 1,2
    • Fast safe advancing string. Nothing fancy but gets the job done. The speed helps against aggressive opponents while being safe enough to enable movement afterwards.
  • b1
    • 12f homing high arm swing with great range. Great tool to help keep opponent's in check. Ensuring the opponents movements stays linear helps Paul's other tools get stronger.
  • ub2
    • Homing mid. A bit sluggish with both startup and recovery. But useful for opponents using tools that avoid highs to get in. Or opponents rushing in and trying to SS duck (a decent option against Paul).
  • 3
    • Long range, quick mid. Good for disruption to give yourself some frame advantage to move with and make the opponent rethink their approach.

Rushdown

Paul's defensive nature doesn't lend itself well to rushing the opponent down, not the in more common ways at least. However with a good understanding of the opponent's habits, Paul can create devastating openings and huge momentum swings. Or should the opponent find their back to a wall, very few will be able to handle the oncoming Paul onslaught.

  • Dash Block
    • The most fundamental approach method. A very low commitment versatile tool. Always better to approach with movement instead of moves where possible.
  • 1,/1,2
    • A simple jab or jab string is often one of the easiest and safest ways to advance towards the opponent. Combined with dashblocking you can close the distance on an opponent before they can react. Then immediately move or challenge based on your reads since you are left at +1 or -1. Very low commitment tools thats vital to use.
  • df1
    • A unique df1 that tracks to Paul's weakside (Opp SSR). Its slower than a generic df1 but with the trade-off that can Paul can cancel the move into backsway for a plethora of mixups or ending at +1 with a sidestep cancel. Relatively low commitment mid thats good to catch ppl who are wary of jabs, qcf1, or qcf3.
  • qcf1
    • Safe, advancing, launching elbow. Can be evasive against high but not a true high crush. Leaves Paul at -4 but opponents may already be wary of jabs and qcf3 so use with caution.
  • qcf3
    • Incredible low that does it all. Moves Paul forward, tracks well to both directions, true high crush, good damage, neutral on hit, all while avoiding being launched by a good portion of the cast. This move alone can lockdown opponents and create mindgames.
  • qcf3+4
    • Powerful launching mid to mix up with qcf3 or just approaching in general. While its safe on block, it leaves Paul -9 in the opponent's face, so be wary of the opponent doing a mixup. Still a powerful tool.
  • FF2,X
    • A long distance elbow with follow-ups. FF2:1 results in a safe high. FF2,1 results in an unsafe mid but canceled for mind games. Both wallsplat. A powerful but moderately risky approach tool.
  • Roll dash
    • Paul's roll dash can be input by itself without committing to a roll dash option. However Paul is unable to cancel into blocking like with a Mishima-style crouch dash. Not recommended but can be used to bait whiffs. Its input allows for iWS moves which is much more useful.
    • iWS3:
    • iWS4:

Whiff Punishing

Paul's whiff punishment is excellent. From easy launches with df2/Shredders to long range whiff punishers like b1,2 to just basic 1,2. Paul's will always have a way to make the opponent hurt for overextending. And of course he'll always have Deathfist

  • df2
  • b1,2
  • 1,2
  • 3,2b
  • qcf2
  • qcf1
  • d1


External links