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Tekken 8 Paul Character Guide: All You Need to Know
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Tekken 8 Paul Character Guide: All You Need to Know

author
Sebastian Quintanilla
3 min

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Figure out the ins and outs of Tekken 8's Paul with this guide

Tekken 8 Paul Character Guide: All You Need to Know

Paul is one of the handful of brawlers in Tekken. He can seem fairly difficult to master, but after a while, his gameplay style can be easy to follow. Whether you are a newcomer to the series of a franchise veteran Paul in Tekken 8 is a great mix of moves of combos that is sure to give you plenty to both practice with and then go on to celebrate your victories.

If you want to see how an expert player approaches Hwoarang for competition, you can watch our Paul guide by pro player Joey Fury on DashFight's YouTube channel.

Paul guide by Joey Fury | Tekken 8

However, this text guide is intended to give you a wider scope, and teach how to work up your way up with Paul so you can start taking names in Tekken's Ranked mode.

Paul's Gameplay

Paul's core gameplay can be described primarily as a whiff pushin and overexertion fishing style. You deal a lot of damage with most attacks, so if you can stand your ground and capitalize on your opponent's mistakes, then you will have a much easier time following up with your own attacks. A bit tool in your arsenal is the 50/50 and throws, so make sure you familiarize yourself with them.

Best Pokes

  • d1 – a 14 frame mid.
  • df1 – also a 14 frame mid, goes into backswing.
  • 3 – awesome range.
  • db3 – great range, but launch-punishable on block.
  • qcf3 – excellent on CH, also great range and tracking.
  • 1,2 – very basic yet essential poke.
  • WS4 – great quick approach tool.
  • WS1,2 – a new toy in his repertoire. Does not chain, but on the CH of the second hit in chains into the backswing.

Mix Up and Oki Options

  • f1+2 – plus on block.
  • qcb2 – also safe on block, also a Heat engager.
  • qcf3+4 – great damage.
  • qcf3
  • SS3
  • b4
  • df4,2,1+2

Pressure Tools

  • f1+2 – forces crouch and leaves Paul at +3.
  • df1 into backswing.
  • qcb4 – plus frames, jab becomes a frame trap after.
  • uf2 – it’s a linear high, but it’s +5 and you’re very close.

Punishers

  • 1,2 – great standard punisher, could be extended to 1,2,3 if the opponent can die. Otherwise, stick to 1,2
  • b1,2 – high mid, knocks down, leads to mixups.
  • d1+2 – 13 frame punish. Less damage, but it’s mid and has range.
  • b3 – a full launcher, but the range is limited.
  • f2 – better range at 14 frames.
  • df2 and uf4 – his 15 frame punishes.
  • WS4 – 11 frames, simple.
  • WS3,2 – 13 and 14 frames.
  • WS2 – for anything 15 and above.

Launchers

  • df2
  • up3,4
  • qcf1
  • CH df4
  • qcf3+4
  • CH qcb3,2,1
  • CH qcb4
  • qcb1+2
  • WS2
  • CH qcf3
  • CH SS3

Heat Moves

  • qcb2
  • f4
  • qcf2
  • 2+3
  • d1+2 

Paul's Bread & Butter Combos

  • df2, df4, 3,2, b1+2, dash, d4,2,1+2
  • uf4, df4,3,2 b1+2, dash, d4,2,1+2
  • uf3+4, 3,2, b1,2, dash, d4,2,1+2
  • WS2, 3,2, 3,2~b,1+2, dash, d4,2,1+2
  • b3, 3,2, 3,2~b,1+2, dash, d4,2,1+2
  • CH qcb4, qcf1, 3,2 b1,2, dash, d4,2,1+2

Heat Combo

  • CH qcb4, qcf1, df4,2, dash, 3,2~b, 1+2, dash, 2+3, qcf2 (hold forward) qcf2

Wall Combo

  • 3,2~b,2
  • d1+2, db2, 3,2~b, 2
  • d1+2, db2, 3,2~b, 2, u, qcf2

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