
paul
paul Tekken 8 Season 3 Guide


Introduction
In this sea of aggression that is Tekken 8, Paul is a refreshing defensive character that relies on reads for BIG payoffs. His block punishments from 10 frames all the way to 18 frames are extremely punishing and designed specifically to make the opponent scared of doing anything else. When the opponent starts freezing up, it's party time for Paul. If the opponent ducks, Paul has a powerful heat engager mid (QCB2) that is safe on block and launches on heat. He also has a slower +3 on-block mid in Hammer of the Gods (F1+2) that can give a deathfist follow-up on counter hit. If the opponent stays standing, then his powerful demolition man (d4, 2, 1+2) will sweep your opponent off their feet and reset neutral. Paul has a complete throw game (2+4~B, DF1+3, and UF1+2) as well as extra side-switching throws (B1+4 and F, F+1+2). The most exciting part about Paul is his propensity for high damage. When he is executionally mastered, he has incredible wall combo damage that is the highest in the game (3,2, Backsway up cancel QCF2).
Paul is an easy character to pick up and has an extremely high skill ceiling. Once you master Paul, the skills and knowledge you gain translate easily to other characters!
Strengths
- Damage: Paul's potential damage is second to none. With execution, he is easily the most damaging character in the game. Even without his hard wall combo, he still packs a punch.
- Wall Pressure: Very strong mids and knockdown low make this character a nightmare at the wall.
- Full throw game: One of the few characters that has a perfect throw game. He has a throw for every break combination.
- Defensive monster: Paul's counter-hit moves and his ever-present DF2 keep out many opponents with little risk.
Weaknesses
- Clunky: Many people have described Paul as clunky or slow. Many of his moves have a slower start-up (14F Df1, for example)
- Nerfed panic buttons: with the recent D1+2 shoulder being nerfed, it can no longer go under jabs. He only has F1+4 and 4 as panic moves, which are easily baited. You must be comfortable with holding back a lot with Paul, and in a game like Tekken 8, that is extremely scary.
- Staple combos can sometimes miss (DPD.df+2,1 being the culprit) and is weak to sidestep right.
Heat System
- Paul has guard-break attacks when he has heat (H.D1,2*, H.B2,1*). His deathfist is also safer at -12. Oftentimes it is completely safe because of the spacing. He can do H.FF2,1+2, a strong advancing mid, mid, heat only string that's +1 on block. It wall-splats on hit. His H.DF1+3, QCF2 can also wall-splat from further range.