Paul strategy (Tekken 7): Difference between revisions

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** 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.
** 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
* qcb4
** Incredible move.
** 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
* 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
* 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
* 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
* b1
* ub2
* ub2

Revision as of 15:12, 5 July 2022

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
  • ub2
  • 3

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.

  • 1,/1,2
  • df1
  • qcf3
  • qcf3+4
  • FF2,X
  • Roll dash

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