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paul Tekken 8 Season 3 Guide

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Last updated Sep 27, 2026, Game version 3.02.02

About the Author

Romanjelly is an Indonesian-American Paul specialist and one of the most recognizable Paul players in the US. He is known for labbing Paul in depth and shares his knowledge as a content creator, regularly streaming on Twitch and posting Paul content on YouTube. He also offers coaching for players looking to take their Tekken to the next level.

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.

Top 10 Moves

Df1 is Paul's main mid poke, and it has many extensions. Df1,1,2 is a mid, high, mid ch string that gives a deathfist follow-up. Many people duck the 1 since it's a high. You can do df1, backsway cancel into df1 to check. You could also do df1, backsway 2 (qcb+2) for the safe heat-engaging mid. Df1, backsway 4 (qcb+4) is Paul's fast homing ch launching high. Df1, backsway 1+2 (QCB+1+2) is the evasive mid launcher that's only -14. Df1 backsway 3,2,1 or 3,2,3 gives a wallsplat or ch launch, respectively, so it punishes mashers. Many of the options can be beaten with SSR, but with mastery of DF1 backsway cancel, you can do ANY move in Paul's repertoire, giving it infinite possibilities
mi14-2 oB+4 oH

DF2

Paul's best keep-out button. It does not launch crouchers, but it is completely safe at -8 on block. Good range, and has the potential for a devastating combo. Its best property is that it goes under jabs. Against characters that poke with their jabs (Mishimas, Dragunov), this is extremely effective against them. A decent setup is QCF1 into DF2, as people who like to retaliate with a jab will get launched.
mi15~16-8 oB+33a (+23) oH

F4

Arguably Paul's best move, in my opinion. This move does everything. It's a relatively quick, low-crushing, homing, heat-engaging safe mid. In previous seasons, this used to fully launch in heat (crazy). This button is a button to press when you're not sure what to do in range 3. It has great range and will catch people who sidestep a lot. Only -5 on block.
mi22-5 oB+6 oH

B4

Imo, this is Paul's best low. This low has a 20F startup, but on hit, it's +4, which sets up perfectly for a quick mix of mid or another quick low. Only -12 on block, so only a minimal punish for a majority of the cast. This low is a litmus test on whether your opponent likes to mash or not. If they get hit with a B4 and they press, you can keep your offense frame tight and press a quick button after to interrupt them. If they get hit and do nothing, they may be more timid and like to hold back, which can set up for another B4 or even a demolition man. This low also has a decent amount of tracking to his weak side.
Li20~21-12c oB+4 oH+17g oCH

F2

This is Paul's electric. 13F high heat-engager. Only -5 on block, and can also transition to the new deep dive stance on hit. This move has some tracking to both sides, but because of its speed, it is a great button to use to interrupt or to whiff punish. Conversely, it is almost impossible to whiff punish.
h,ti13-5 oB+9 oH

QCF3

Another core Paul low. Neutral on hit, -14 on block. Decent damage, and the best part is that it is evasive. The last part of the move is crouched, so he often goes under highs. On CH, it gives D2 follow-up (breaks floor, activates floor blasts) or a guaranteed demoman. A litmus test move, it can tell you what kind of player your opponent is with that 0F on hit. If they mash, they are aggressive. If they do nothing, they are more timid. This low sets up your mids as well (QCF3+4).
Li18~19-14c oB+0 oH+20a oCH

F1+2

Paul's main plus on block move. It has been buffed to give a guaranteed follow up on ch. It can also transition into deep dive while holding df. It is normally +3 on block, and when transitioning to deep dive, it will be 0 on block. This move allows you to be more oppressive with your offense. You can do df1 on immediate timing to keep your opponent in place, or you can do a low to continue damaging your opponent. Another litmus-test button. Pay close attention to what your opponent is doing while they are at -3.
mi20~21+3c oB+8c oH+35d (+27) oCH

QCB4

Paul's quick homing CH launching high. This is a great keep-out move with decent range and +1 on block. When used with different timing, this move is a devastating CH button that will make your opponent think twice about approaching. Can be used in combination with DF2.
hi15~16+1 oB+23d (+14) oH+59a oCH

QCB1+2 | B3+4, 1+2

Paul's long-range launcher/punisher. This move evades many highs and only -14. It has egregious range, great to use against people who jab mindlessly or use a high move from far ranges. If you use B3+4 and press 1+2 after, you'll be able to access this move 2 frames faster, making it an amazing launcher that can beat many options.
mi16~17-14 oB+37a (+27) oH

QCF2

Paul's signature deathfist. -17 on block, but does 45 damage. Never use the move in neutral, but if you land a hit, it deals huge mental damage and makes your opponent second-guess everything. In heat, it's -12 on block and launches your opponent to the wall from a decent distance. Completely safe on block when used as a heat dash. Also launches in heat.
mi13~14-17 oB+26a (-10) FDFA oH

Punishers

Standing
i10f 1,2 (10F punisher, minimal damage)
i10f 2,3 (10F Punisher, outclasses 1,2 in damage. Gives +8 on hit. High, High)
i12f B1,2 (High, mid wall splatting punisher, gives knockdown for oki in neutral and wall splat near wall)
i12f D1+2
i13f F2 (High, heat engager punish)
i14f B3 (Paul's 14F launcher, short range but can punish things like low heat smash reliably)
i15f DF2
i15f Uf3,4 (Paul's shredder, better than normal hopkick because of the double kick property, people run into these.)
i18f QCB 1+2 | B3+4,1+2 (Paul's long range and highest damaging punisher. For punishing -18 moves and more.)
Crouching
i11f ws4
i13f ws3,2 (Fully hit confirmable, wall splats)
i14f fc df2,1 | fc df2:1 | H. fc df2,1+2 (Wall splats, long range)
i15f ws2 (Gives full combo now unlike in T7)
Whiff punishers
f2 (Extremely fast high heat engager)
qcf2 (Most damaging mid, heat engager)
df2 (Safest launcher with huge damage potential)
QCB1+2 | B3+4, 1+2 (Best used in range 2/3, bait people into whiffing and then punish. Highest damaging launcher.)

Combos

Df2 | Qcf1 | uf4 | CH f1+2*
qcf1 → df4 → df1 backsway df ws 1,2 → backsway deep dive 2,1 → deep dive 1 → wr2
B3
3 → df4 → 3,2 backsway deep dive 2,1 → deep dive 1 → wr2
uf3,4 | ff3,4
df4, 3,2 backsway deep dive 1+2 → deep dive 1 → wr2
Qcb1+2
qcf1 → df4 → df1 backsway df ws 1,2 → backsway deep dive 2,1 → deep dive 1 → wr2
Low parry | qcf1+2
qcf1 → df1 backsway df ws 1,2 → backsway deep dive 2,1

Beginner Combos

Df2 | Qcf1 | uf4 | CH f1+2*
df4 → df1 backsway ws 1,2 → backsway deep dive 2,1 → deep dive 1 → wr2
B3
3,2 → 3,2 backsway deep dive 2,1 → deep dive 1 → wr2
uf3,4 | ff3,4
3,2 backsway deep dive 2,1 → deep dive 1 → wr2
Qcb1+2
df4 → 3,2 backsway deep dive 2,1 → deep dive 1 → wr2
Low parry
3,2 → 3,2 backsway deep dive 2,1
qcf1+2
df4 → 3,2 → 3,2 backsway deep dive 2,1

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
3,2 backsway 2
3,2 D1+2 or 3,2 backsway up cancel qcf 2
With tornado
qcb3,2,1 → low splat qcf2
qcb1+2 or db2 → 3,2 backsway up cancel qcf 2

Small Combos

4
db2 or dash up d1+2
d1+2
d1+2
db1+2 | ss1
qcf2
f1+2
qcf2
qcf3
d4,2,1+2 or d2
ss3
d1+2
df4
b1,2 or f2 (heat engager)

Notable Moves

Paul's Signature knockdown low. Does a lot of damage and wall-splats as a combo ender. At the wall, this move and QCB2 or UB2 make up for Paul's scary 50/50. On block, it is -31, so it is a BIG bet to do. The range can be problematically short, but it can be mitigated by doing a dash before inputting the move. Despite its shortcomings, it is still a useful tool in his kit.
L, m, mi15-17 oB+3d (-6) oH+35a (-12) oCH

B3

Paul's 14F standing launcher. It has short range, but can be used to punish low heat smash reliably. In neutral, you can throw this launcher out at any time. It is safe on block (-6). Will also catch people sidestepping to the right. Can also use B3 after B4, as a lot of people will sidestep right to avoid many of Paul's options.
hi14~15-6 oB+31a (+25) oH

DF4

A 17F mid that gives a guaranteed F2, B1,2 or D1+2 on counter hit. This is a strong advancing mid that gives +8 on hit and only -2 on block, meaning you can disrespect your opponent if they try to press with a slower move after. You could also sidestep after and fish for a DF2 as well. +8 on hit will not let your opponent to step after, making it a great tool to keep your opponent in check.
mi17~18-2 oB+8 oH+14 oCH

WS1,2~b (Sway)

The fully delayable 15F mid-mid string from crouch. This is a great advancing tool that also gives a guaranteed [backsway 2](qcb+2) or [backsway 4](qcb+4) on counter hit on the 2. If the WS1 is a counter hit, the 2 will also be guaranteed. Only -10 on block, and it can be made safe if you backsway cancel it.
m, mi15~16+1 oB+14g oH+15 oCH

SS3

Paul's sidestep low. On block, it is -12, and on hit, it gives +4. On CH, it gives guaranteed d1+2. At the wall, this is a devastating move. Mix it up with SS QCB2 or UB2 for a chance to wall splat. This move has less tracking than in T7, and it is slightly telegraphed because of its SS property, but it is still a great tool to continue pressure. Sets up a demolition man at the wall on hit!
Li19-12c oB+4 oH+12c oCH

DPD df+4 | FC DF4

Paul's new low from his new stance. His 'hatchet kick.' It is +3 on hit and only -13 on block. Great to mix with the mids from crouch or from his deep dive stance. Use it to continue pressure from deep dive. Be careful of getting CH because he does the move while standing.
Li17-13 oB+3 oH+24d oCH

UB2

This move lost its homing CH launching property from T7, but what it gained is almost always a full wall splat, even if the wall is completely perpendicular to you. Only -5 on block. At the wall, this move is devastating. Can also be charged to gain a homing property, and on heat it can launch people to the wall from EXTREMELY far away, even if the wall is completely off to your left side.
mi18-5 oB+16d oH

D1

A 14F Mid with mid (D1,2) or low extension (D1,4,2). The low is a classic round ender. D1,2 in heat is a powered-up move and will launch your opponent to the wall if they get hit with the 2. D1 itself is a chunky mid that has good hitbox and will catch sidesteppers. -9 on block. Can hold down after D1 to have Paul recover in crouch.
mi14~15-9 oB+2 oH+3c oCH

D1+2

A 12F mid that gives a CH follow-up. This used to go under jabs for some setups, but the most recent patch eliminated that property. Can still be used if your opponent's offense isn't frame-tight. Gives a MASSIVE Ch for upwards of 55 damage. -18 on block, so use sparingly as a panic move.
mi12~13-18 oB+16d (+11) oH+24d (+16) oCH

F1+4 | U1+2

Paul's evasive shoulder. Realistically, the only panic move he has. He sideteps to the left and does a shoulder. This is HIGHLY evasive and should be used if your opponent continues their offense without a lot of thought. Can go under highs as well (goes under Lidia's QCF4 and even Steve's UF2). -14, so use it sparingly because people can bait it out.
mi21~23-14 oB+15cg oH

H.FF2,1+2 | H.FC DF2,1+2

In heat, the FF2 string becomes extremely powerful. This move is a mid-mid uninterruptible advancing move that's +1 on block. On hit, it sends your opponent far to the wall and gives wall splat, giving you a full wall combo. A trick to getting this move consistently is to press FF2, then hold the 2, and then press and hold 1.
m, mi15~17+1 oB+25a (-1) oH

DB1+2

Mid powercrush that gives a deathfist follow-up. -14 on block. At 20F, this powercrush is relatively fast and can interrupt many strings that characters have (Clive's 2,2,2, Drag's f3, 1+2, and Anna's ff3,2, for example)
Mi20~21-14 oB+30a (+22) oH

B1+2

High powercrush that is safe on block. This powercrush is slow enough to absorb many moves and a safer option if they decide to press with a string.
hi24-9 oB+21d (+16) oH

QCF3+4

Safe, mid, knee move out of sway. Use this to mix up with qcf3. Will give a guaranteed deathfist on hit. On CH, it is a launcher with tornado at the beginning. Use the same combo route as qcf1+2 (look at combo section).
mi19~20-9 oB+35a (+27) oH+74a (+58) oCH

UF2

This is Paul's new jumping plus-on-block move. It is a high, so use it sparingly. On block, you can hold DF to transition into deep dive. +5 on block and +2 for deep dive. Also a heat engager that launches.
hi22~23+5 oB+17a oH

Stances

sway/cormorant step

Accessed by inputting qcf or qcb motion, or f3+4 or b3+4. Can be done while in neutral.

Deep dive

Accessed through inputting qcf and df input or df3+4

Panic Moves

F1+4

Paul's evasive shoulder, can go around 180 degrees to the opponent's back. Use it when your back is against the wall or in neutral.
mi21~23-14 oB+15cg oH

Db1+2

Mid Power crush, gives a guaranteed Deathfist on hit.
Mi20~21-14 oB+30a (+22) oH

B1+2

High power crush, safe on block, a little slower, but can get you out of a hairy situation.
hi24-9 oB+21d (+16) oH

D1+2

12F mid that gives a CH follow-up. No longer jab crushes, be careful when using it.
mi12~13-18 oB+16d (+11) oH+24d (+16) oCH

Ub1

Paul's backswing blow. Very rarely used. He doesn't go far enough, but will still evade some high moves.

Frame Traps

qcf3 → 2,3 or 1,2
f1+2 → df1,1,2
b4 → f2
f2 | f4 → f1+4

Knowledge Checks

df1,1,2

2nd hit of df1,1,2 is a high. You must duck under to avoid it and launch before the last hit comes. If you are too slow, you will get hit with the last 2, and it gives a follow-up deathfist.
m, h, mi14-9 oB+32a (+24) oH

qcf1 > df2

Paul players do this to launch the retaliation jab after qcf1. Df2 will go under many jabs.

H. d1,2*

This is Paul's guard break. You can retaliate with a duck jab or jab on block, and on d1 hit (not ch), hold back. On block, you can also SSR and do a launcher.
m, mi14~15+12 oB+30d (-6) FDFA oH

H. b2,1*

Another Paul's guard break. Retaliate with a duck jab or jab on block. People will do this at the wall a lot. Be sure to hold back and press jab or duck jab to interrupt the 2nd hit.
m, mi18+12 oB+56a oH

qcb3,2,1 | qcb3,2,3

The last hit is either a high or a mid. You can fuzzy duck the last hit to always block the last move. If you duck, launch with a WS launcher. If you block, use your 13F WS punisher.
L, m, hi18~19-5 oB+21d (-5) oH

f2 > d1+2 (rip)

D1+2 used to avoid jabs, not anymore. The only thing you need to do is jab to stop the d1+2.

Defensive tips

Sidestep right

Many of Paul's moves lack tracking to his left (your right). Df1 is his good left-tracking move, but it shouldn't deter you from sidestepping right. Many Paul players fish for DF2s, and many of his DF1 options are avoidable with a sidestep right duck.

Stay far away OR stay very close

Paul's most dangerous range is around range 2, as many of his keep-out moves go that far out. You can go even further out to bait out his keep-out moves and punish, or you can stay even closer so he's forced to use his panic moves (which are very punishable). Many of Paul's good moves have long start-up, making him susceptible to quick counter-hit moves.

Don't techroll immediately at the wall

If you tech roll immediately at the wall, you are in his mercy. His 50/50 is too good at the wall (or even in neutral). You can mitigate this by staying down and getting up after they hit you on the ground, or roll to the side (to get out of the wall) and hold back to get up safely. To quote my buddy RemyMartin, '50/50 is only a mixup if you participate in it, so don't participate.'

Consider stand blocking

Many of Paul's low do little damage or have very short range (a single backdash will avoid Demolition Man even at the wall). Try to stand block most of the time against him.

Defensive Move Handling

df1,1,2

The second hit is a high, so duck and punish it. If you are too late or get counter-hit, the last hit is guaranteed and gives a deathfist follow-up.
m, h, mi14-9 oB+32a (+24) oH
Almost all of the df1 options (backsway) are avoidable if you do SSR duck. This will avoid the mid (qcb2, qcb1, qcb1+2), the homing high (qcb4), and the low (qcb3).
mi14-2 oB+4 oH

F1+4 | U1+2

All Pauls will use this move to get out of a panic situation. You can beat it by pausing your offense occasionally. Usually, they use this when their back is to the wall or if you are using a stance move on block.
mi21~23-14 oB+15cg oH
On block, you can challenge with a quick mid (preferably 12F) or jab to stop almost all options (qcb1+2 will still go under). Pay attention to their moves on block.
m, mi15~16-11 oB+2 oH+3 oCH

3,2

3,2 is a mid-high move that many lower ranked paul's will do to get access to their backsway option. Always duck the last hit to launch it.
m, hi15~16-3 oB+7 oH+50a oCH

F1+2 | F1+2 deep dive

F1+2 only gives +3 on block. Many of his options after are avoidable or can be blocked if you backdash. If he goes to deep dive, you can interrupt with a ws4 (which should trade) or just block the moves after.
mi20~21+3c oB+8c oH+35d (+27) oCH

df1+3 (throw)

This will give a wall splat or a launch to the wall if he has heat. Breaking it is important.
ti12~13-2 oB+9 oH
Both of these moves only give +1 on block. Challenge to interrupt the moves after.
mi27+1 oB+17a oH

External Resources