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Tekken 7 Paul Guide Featuring Joey Fury

Tekken 7 Paul Guide Featuring Joey Fury

author
Sebastian Quintanilla
4 min
Guide by Joey Fury

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Learn how to fight like a pro with this Paul guide that will immerse you in the mind of a competitive player.

Tekken 7's competitive world is one dominated by fundamentals. Knowing when to use what moves and how to respond to your op[ponents aggression will allow any player to move up the rankings. But sporting one of the largest rosters for the franchise, it can be hard to pick a starting character or to even set aside time to learn one above the rest. That is why DashFight called upon the expertise of Tekken 7 pro player Joey Fury to give you all the knowledge you will need to get started with Paul.

Joey Fury's Paul Guide

PAUL Guide by [ Joey Fury ] | Tekken 7 | DashFight | All you need to know

Basic Input Table for Tekken 7

Tap Notation

Hold Notation

Tekken Move

Playstation

Xbox

f

F

Forward

 

 

d/f

D/F

Down & Forward

 

 

d

D

Down

 

 

d/b

D/B

Down & Back

 

 

b

B

Back

 

 

u/b

U/B

Up & Back

 

 

u

U

Up

 

 

u/f

U/F

Up & Forward

 

 

N

 

No directional inputs

 

 

SS(L/R)

 

Side Step (Left/Right)

 

 

qcf

 

Quarter-circle forward

 

 

qcb

 

Quarter-circle back

 

 

hcf

 

Half-circle forward

 

 

hcb

 

Half-circle back

 

 

ch

 

Counter Hit

 

 

ws

 

While Standing

 

 

wr

 

While Running

 

 

1

 

Left Punch

Square

X

2

 

Right Punch

Triangle

Y

3

 

Left Kick

Cross

A

4

 

Right Kick

Circle

B

Swipe

Paul's Best Buttons

The Best Buttons are the key moves for the character. You are likely to want to use or see these in play as players or opponents since they offer the best neutral, anti-air, pressure value, or some other benefit.

  • 1, 2 - Fastest move and good range.
  • d/f+2 - Safe and launches when opponents are standing.
  • qcb+2 - 100% best mid check, safe, and tracks use frequently.
  • qcf+3 - Great mixup potential, range, and counter hit.
  • d+1 - Less damage than qcb+2 but comes out faster.
  • u/b+2 - Insane value, safe on block mid that cannot be stepped and counter hit launcher. Outstanding move.
  • b+1, 2 - Huge range, true homing, and excellent for a whiff punish.
  • qcf+2 - Whiff punisher move, best reserved to hit harder than with b+1, 2.
  • f1+2 - Essential, the only way to check opponents with a mid and range.
  • u/f+3, 4 - Cover more range than normal hob kicks, great to resist low pressure.
  • d/b+4 - Allows Paul to resits some of the scarier High attacks.
  • SS+3 - Used a lot, safer, and a lot of potential for wall splats.
  • 4 - Launches on counter hits and 

Paul's Gameplan

Gone are the days of smashing buttons and spamming that one combo we learned five years ago. Instead, if you want to compete or impress your mates, you have to go into each match with a Gameplan to carry through to victory. Here are your key principles:

  • Mix-ups, counter hits, and punishments: Many natural mix-ups can also track your opponents. You want to keep your enemy guessing and on the defensive to then exploit their mistakes. You have solid options to punish quickly or severely. Finally, Paul has a plethora of options to open your opponent's defense at your disposal.
  • Paul has a bit of trouble getting away from High crushes, requiring normal moves to counter them. A handful of matchups can also lower the effectiveness of some of Paul's lows. Be mindful of your options when facing them.

Paul's Bread and Butter Combos

Knowing how to adapt to the changing landscape of a fight is important. That is why Combos play a crucial role in letting you shape it and extract the most out of your inputs. Here are the combos you should be looking to pull off:

Basic Combos

  • d/f+2, b+3, 3,2~b,4, dash up d+4,2,1+2
  • d/f+2, qcf+1, 3,2~b,4, dash up d+4,2,1+2
  • CH qcb+4, qcf+1, 3,2~b,4, dash up d+4,2,1+2
  • CH u/b+2, qcf+1, 3,2~b,4, dash up d+4,2,1+2
  • Qcb+1+2, qcf+1, 3,2~b,4, dash up d+4,2,1+2
  • u/f+3,4, b+1,2, dash up d+4,2,1+2
  • u/f+3,4, 3,2~b,4, dash up d+4,2,1+2 (Less stable than previous combo, do not try when off axis)
  • Qcf+3+4, f,f+2:1
  • CH ss+3, b+1,2
  • CH 4, 3,2~b,4, dash up d+4,2,1+2 (for when CH 4 hits from close range)
  • CH 4, dash b+1,2, qcf+1, dash, d+4,2,1+2 (for when CH 4 hits from far range)
  • CH qcf+3, d+4,2,1+2
  • CH qcf+3, iWS+3,2 dash up qcf+2

Rage, wall carry and wall combo

  • CH qcb+4, Rage Art, hold back, uf,N,4, 3,2~b,4, dash up d+4,2,1+2, run up 3+4,2~b,2
    • For the run-up combo ender, we press 3+4 instead of 3 so that Paul’s running 3 does not come out! This is an important trick!

Paul's Guide Conclusion

Pauls is one of the great characters in Tekken that, in the rights hands, can seem overbearing on his opponents. A good player can properly respond to their opponents' mistakes and quickly dispatch them with powerful combos and an even stronger neutral game. Nevertheless, he is limited, and although creativity is always a bonus, painting by the lines is far more important than attempting to get funky.

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