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Tekken 8 Paul Guide by Joey Fury

Tekken 8 Paul Guide by Joey Fury

author
Elizbar Ramazashvili
4 min
Guide by Joey Fury

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Tekken 8 has already established itself as a top game, and we love to collaborate with the pro players for the character guides. Today, our guest is none other than Joey Fury, who will teach us how to become the strongest in the world!

Overview

Paul has always been notorious for his huge damage and threatening 50/50s, and he’s living up to this reputation in Tekken 8 as well. He’s quite flexible in his gameplan and can take either a defensive or offensive approach. His punishers serve as natural transitions to his mixups and strong 50/50 game.

Best Buttons

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.

Heat Moves

  • qcb2

  • f4

  • qcf2

  • 2+3

  • d1+2 

Launchers

  • df2

  • up3,4

  • qcf1

  • CH df4

  • qcf3+4

  • CH qcb3,2,1

  • CH qcb4

  • qcb1+2

  • WS2

  • CH qcf3

  • CH SS3

Offense

A great way to achieve great offense with Paul is to develop defensive instincts first. You need to get a feeling for when the opponent will overextend or whiff their moves. Then you can capitalize on that with many of your options. You also need a bit of game knowledge to know what exactly can be punished on block. You can plan your 50/50 from there. You can also establish throw game from your Heat engagers.

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

Conclusion

Paul is great at punishing the opponent’s mistakes and channeling that momentum into his own mixup and 50/50 game. It’s essential to be able to execute his most important moves. Whiff punishing, block punishing, testing the opponent’s patience – he’s great at all of that. On the other hand, his lows are quite garbage, both slow and punishable, and while his 50/50s are terrifying, he requires some good instincts to understand when to start your offense.

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