Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
SWY 1:
Juggles on CH and leaves them FDFA on normal hit. Since it doesn?t allow a tech roll you?ll get the below options:
short dash~SWY 1: hits them if they lie there, can bound quickstanders and backrollers and can counterhit and juggles wakeup kicks
dash, d+2: hits them if they lie there
dash, 3,2: picks them up for a juggle if they quickstand or backroll if done fast enough
qcf+1+2: hits them if they lie there and juggles wakeup kicks

CH qcf+3:
This one leaves them close in FDFT position and doesn?t allow a tech roll. You should followup with:
dash, d+2: hits them if they lie there
dash, 3,2: catches them recovering BT if they quickstand
qcf+1+2: hits them if they lie there and juggles wakeup kicks
dash, f+1+2 or dash, d/f+1~b SWY 1: bounds them if they backroll
deep dash d+1,4,2: hits them recovering BT for full 62 damage

SWY 2:
In order to escape follow-ups they must backroll if they get hit by SWY 2. They can do the spring-up by holding f to escape the ground follow-ups, but in that case a deep dash f,f+2:1 is guaranteed. If they don?t backroll or springup SWY 2 leaves them FUFT and doesn?t allow a tech roll, therefore dash, SWY 1 _ d+2 _ qcf+1+2 cannot be escaped.

Just like SWY 2, if they get hit by this they're left in FUFT at midrange and can't tech, therefore it requires them to backroll to escape follow-ups. If they don't a dash, SWY 1 _ d+2 _ qcf+1+2 is guaranteed. If they do the springup by holding f a deep dash f,f+2:1 connects.

(d/f+1,1,)2 or CH (d/f+1,)1,2
Chances are you won?t get this extremely often unfortunately, but if you do connect it the 2 will make them suffer sort of a crumple fallback stun that makes them fall backwards slowly and requires them to tech to escape follow-ups. If they don?t you can dash and pick ?em up with 3,2 _ d/b+2 for a juggle, if they do you can dash up and continue to applying pressure.

1+3 or f+1+3:
If you connect this grab they?ll be lying in FUFA for these follow-ups:
~3,2: catches them BT if they quickstand for additional guaranteed damage with d+1+2
~d+4:2:1+2: catches quickstanders BT and connects fully for 65 dmg or trips them and connects depending on how fast they get up; demo man also trips them if they try get up kicks and d+4 hits them if they sideroll
d+2: hits them if they lie there
~d/f+1~b SWY 1: bounds them if they backroll
deep dash d+1,4,2: hits them recovering BT for full 62 damage
b+4: hits them if they sideroll

On successful throw this one leaves them FUFT and spikes them so that they can?t tech roll. A d/b+3 is guaranteed after it, but you can do the following oki followups afterwards for more damage if you guess right:
dash, d+2: hits them if they lie there
d+1,4,2: hits quickstanders; d+1,4 can be hit confimed and you can stop after it in case it whiffs
3,2: can pick up quickstands for a f+1, f+1+2 B! combo
SS~qcf+1+2: if they roll up or down you can do a short SS to align yourself and qcf+1+2 will hit them on the ground or juggle them if they do wakeup kicks after the roll

opponent BT 1+3:
This backgrab looks lame but gives good oki:
~d+4:2:1+2: trips them if they quickstand or if they try wakeup kicks
d+2: hits them if they lie there
dash, f+1+2 or dash, d/f+1~b SWY 1: bounds them if they backroll
deep dash d+1,4,2: hits them recovering BT for full 62 damage

Ultimate Punishment (= d/b+1+2, 2,D+1,1,N,4,1,1+2):
Not only this does good damage, it also allows for oki follow-ups on an opponent in FDFT position if you connect it:
~3,2: catches them BT if they quickstand for additional guaranteed damage with d+1+2 or connects normally if they do wakeup kicks
d+2: hits them if they lie there
dash, f+1+2 or dash, d/f+1~b SWY 1: bounds them if they backroll
deep dash d+1,4,2: hits them recovering BT for full 62 damage

Walls are a very important aspect in the game, and Paul?s wall game is very strong. He?s a beast when it comes to wall damage and wall pressure and he can definitely hold his own compared to other chars.
I won?t talk about wall combos in this section (check the combo thread in the important links section if you want to know what is possible), rather I?ll talk about pressure strategies near walls.

Wallsplatting moves

Single move wall splats:
qcb+2: power wall splats, awesome safe mid, great for pressuring
qcf+2: power wall splats, ridiculous damage but unsafe on block
qcf+3+4: power wall splats, great damage mid, safe on block but slow
b+1+2: power wall splats, safe on block but high and merely for when you?re at a distance
d+1+2: power wall splats, launch punishable on block, only recommended for punishing something
u/f+2: power wall splats, useless
b+2: power wall splats if a wall is to your left or forwards if their back is close to the wall, safe on block (note: on CH you can get a power wall splat with a ~d+1+2 followup)
d/f+2: high splats, is safe on block
SS+1: power wall splats, huge + frames on block but high and not very fast
f+1+4: power wall splats, launch punishable on block
u/f+4 or u/f+3: high splats, unsafe on block
b,f+1: power wall splats, unsafe on block and high
(f,f+3,4),4 or (f,f+3,4),f+4: power wall splats, duckable _ unsafe on block
f+3: power wall splats

NC wall splats:
f,f+2:1: power wall splats; safe but doesn't jail on block; great for punishing or at a distance, but don?t get into a habit of throwing this out every time your opponent is at the wall
d+4:2:1+2: wallsplats at a distance from standing or as a juggle ender; depending on the hits you did prior to it and depending on how high it wallsplats them you can get a d+1,4,2 or even f+1+2 B! combo (add a dash first for both if needed); unsafe on block
FC d/f+2,1: power wall splats, unsafe on block
f,f,3,4 or u/f+3,4: mid splats, unsafe on block

NCc or CH wall splats:
qcb+3,2,1 high wall splats at a distance
d+1,2: power wall splats; unsafe and SSable on block
f,f+2,1: power wall splats and but is unsafe on block; can be used for mind games though (see below)
f+1+2 power wall splats; safe on block and mid
qcb+1: mid splats with a 4 followup; safe on block
2,3: power wall splats and comes out in 10 frames; unsafe and duckable
4: magic 4 can power wall spat if they?re close to the wall; safe but high

Wall splats out of grabs:
f,f+1+2: power wall splats, hurts if they escape it
d/f+1+2:qcf+2: power wall splats

Advanced strategies
Other than using the above safe moves for pressuring and mixing your options up well, there are a few advanced strategies that can have good results:

Using grabs:
Paul has two very good grabs that grant him a wallsplat on successful throw. Having these grabs makes his wall pressure even scarier, but you should keep a few strategies in mind to improve the effectiveness of your throws:
f,f+1+2: Doing an instant f,f+1+2 can have a much better success rate, as many people press 1+2 if they see a f,f dash and a grab coming out (against Paul they usually don?t duck much if they see a dash because of f,f+2:1). Do the grab as fast and precise as possible (with the 1+2 timed exactly with the second f), or buffer the first f of the dash into the recovery of a move (for example do a 1 jab and press f immediately after the punch; as soon as the recovery is over and Paul has pulled his hand back you input f+1+2), so that you?ll hardly even see the dash.
Never get obvious with this throw, if they escape it with their back to the wall you?ll land face first in the wall and you'll eat free hits.
d/f+1+3:qcf+2: Since in opposition to the above one this grab has a 1 escape it can be used as a mix-up to f,f+1+2. Taking full advantage of the fact that many people press 1+2 instinctively if they see a dash and a grab come out, doing a seeable f,f dash right before this grab can have great results.
One last thing: be sure that you can do the JF version every time before using this grab, as they can escape the second part (the Deathfist) of the non-JF grab by tapping b even if they didn?t escape it by pressing 1 in the first place.
If you?re at a distance, doing a crouchdash followed by a grab can have really good results. Nobody attacks or ducks against Paul with their back to the wall if they see a qcf-motion because of the huge amount of hitpoints a wall combo with Deathfist as a starter can take away from their lifebar.

f,f+2:1 and its variations:
f,f+2:1 is a good way to pressure opponents near walls as long as you don't get predictable or thow out the just frame version every time. f,f+2:1 is a NC, therefore if you manage to hit the first mid punch, the second will hit as well and you?ll get a wall combo for some sick damage. Since many good players expect the JF version however you?ll need to mix your options up however.
If you think they?re going to block the first and flashduck the second to punish, throwing out the mid mid non JF version f,f+2,1 can have good results. This option is also nice because on CH it will all go through. f,f+2,1 has two downsides though, firstly it?s punishable on block and lastly it won?t go through on normal hit, so if you throw this out and the first hit connects but doesn?t hit a counter you might as well punch yourself in real life for not having done the NC just frame version.
Another option that can result in a wallsplat is to do f,f+2,1~B and follow up with one of your wallsplat grabs, or even a SS or d/f+2 if you think it will anticipate them in their attack. Both options can be interrupted but may have success.

SWY1 and SWY 2:
These are great tools to throw out if your opponent's back is to the wall.
While SWY 1 it doesn't wallsplat on normal hit and results in a mid splat only with a follow-up, it is great for pressuring, because on normal hit you can follow up with a guaranteed d+2 for a 49 damage combo + further oki and on CH you can do a 4, W! b+1,2 B! wall combo. Also, you can mix it up with SWY~d+1,2 to splat people who think you just did SWY 1 and attack after blocking d+1.
SWY 2 is your safe wallsplat move that causes massive damage and splats on both normal and CH, basically an awesome move for ppl with their backs to the wall.

Wakeup kicks near walls:
Usually people don?t do wakeup kicks if they're lying with next to the wall, but you can sometimes bait one out by whiffing a jab or any other fast move with good recovery on purpose while they?re grounded. If you backdash immediately after it and if you?re lucky and the bait works their wakeup kick whiffs, and you can and get a wallsplat by punishing with f,f+2:1 or f,f+3,4.
Should you ever block a wakeup kick, know that FUFT wakeup 4?s can be punished with d+1+2 for a W!, and FUFT wakeup 3?s can be punished only with WS+4 (as Paul doesn?t have a i12 WS punisher that wallsplats) but can be lowparried for a d/f+1, d+1+2 (29 dmg) or a d+1,4,2 (28 dmg) followup or crushed for a wallsplat with one of your technically jumping hopkicks (u/f+3_u/f+4_u/f+3,4). Not that you?ll get this opportunity often, but good to know.

SWY 3,2,1:
This one can have really good results on opponents near a wall, where many people are used to eat demo mans because they seldomly block low with their backs to the wall. When they ever block SWY 3 they might try to punish you and you can hit confirm the 2 and input the final 1 for a wallsplat. Otherwise you can stop at the 2 and even followup with a grab that wallsplats (since with the thread of the 3rd hit coming out and W! them they'll most likely not even try to punish you) or even with a quick mid that wallsplats like u/f+4 (if you think they're going to duck the final 1).

Doing a d/f+1,1 can be a great setup for things near walls. Not only it's +2 on hit an CH and safe on block, wise people usually don't duck or attack you afterwards because they're afraid you could do d/f+1,1,2. The last hit is safe on block but won't connect even if d/f+1 hits a counter, it's only purpose is to hit people ppl that try to attack or duck. Chances are they won't do anything stupid after a d/f+1,1 and wait for the last hit to come out. This is where the fun starts:
f,f+1+2 or d/f+1+3:qcf+2: Using your grabs that wallsplat can have great success after a d/f+1,1.
d+4:2:1+2: Pretty punishable option, but as said they might not risk ducking after a d/f+1,1, so you might as well throw out a low that sweeps. Just be sure not to abuse it...
finishing the string (d/f+1,1,2): You're safe on block but left at -9 which kills any good followups for pressuring, but if you think they're going to duck or attack after a d/f+1,1 you should input the 2. Also, even if this is prolly the option with the lowest success rate at very least you showed 'em you're can finish the string anytime, thus making your above options less obvious and more valuable. When they're directly at the wall and the 2 hits them you can followup with a guaranteed demo man, it will all connect.

Evading and crushing:
With the constant thread of eating a wall starter, more often than not opponents attack you with quick and save moves with their backs to the wall. When you pressure them enough they?ll eventually throw out some quick short range moves such as jabs as soon as you give ?em an opening with a few +frames in their favour. In this case evading or even crushing stuff can have good results.
Backdashing to make ?em whiff, sidestepping and launching big whiffs with d/f+2 or splatting quick whiffs with d+1+2, crushing their highs with qcf+1 their short range moves with b,f+1 or even doing a delayed SWY<2 can all be good tactics to keep in mind wherever you think they got an opening for jabs or other quick moves near walls.


As with any other char, the key to consistently win battles with Paul is movement. With a good spacing and different techniques you can create whiffs, gain favorable position over your opponent, close gaps quickly or be less predictable in your attacks.
I won?t talk about all the movement techniques in Tekken, just the ones that I think are useful for Paul.


Needless to say sidestepping is extremely good for when you?re being attacked with fast linear moves or when you want to punish an opponent that throws out a stoppable string, but it can also be a very good option after attacks or strings that leave you with not too many negative frames on block, namely:

1,2 (-1)
4_f+4 (-4)
3,2 (-3 IF they don?t duck the last hit; hit confirming the 2 is a better idea however)
d/f+4 (-1)
d/f+1 (-2)
d/b+2 (-6)
f,f+2:1 (-4 with some pushback if they don?t duck the last hit)
f,f+4 (-2~+2 and they might try to interrupt a WS+4 _ WS+1 with jabs)
WS+1 (-4~-3)
WS+4 (-6)

Sidestepping after these move may result in a evaded attack and free launch for you if your opponent attacks with linear moves or moves that track in the wrong direction.
Aside from f,f+4 where you can obviously not SS down because you're left in FC, adapting the direction of your sidesteps to the tracking of the moves your opponent likes to use a lot is also a good idea. Very generally speaking moves tend to track in the same direction of the limb that is being used for the move, so for example if your opponent uses generic d/f+2 (right punch) a lot be sure to sidestep to his left when you think he'll go for it.

BDC (backdash cancelling)

This is probably the most important advanced movement technique in Tekken, and the first technique you should learn. There are more ways to cancel the backdash:

b,b, d/b~b,b, d/b~b,b, d/b~b,b, etc.

Cancelling the BD with d/b is the most common technique. The d/b input cancels the b and if you play on a Japanese or Korean stick and release the stick correctly after the d/b it registers as a d/b,b (with a buffered b input), hence allowing you to backdash with only one b input afterwards (as in b,b, d/b~b, d/b~b, d/b~b, etc).
Backdash cancelling works with every char, but with Paul being a sway char the technique is harder than with others since you?ll need to do the input precisely without doing a d by accident or a qcb sway will come out as soon as you hit b.
Muscle memory is key here. When practicing, try out different timings and memorize the one that moves you backwards as fast as possible. Note that if you do the inputs too fast you will cancel the backdash too early resulting in a shorter dashing distance, and obviously if you do the inputs too slow you don?t use the technique at its fullest potential.
Here's a tutorial vid I made for backdash cancelling with a Japanese stick:

b,b, d~b,b, d~b,b, d, etc. _ b,b, u~b,b, u~b,b, u, etc.

Cancelling the BD with a SS is also a good technique, since it can evade linear attacks and you can throw out SS moves without being too obvious with it. This technique is also easy to perform and it allows you to get to a favorable position (depending on wall _ FB! _ WB! Locations) while still backdashing and being relatively safe. Know however that cancelling the BD with d/b allows you to move backwards faster.

Sway cancelling (hayashida step _ snakedashing)

qcf, u~qcf, u~qcf, u~qcf, etc. _ qcb, u~qcb, u~qcb, u~qcb, etc.
qcf, d~qcf, d~qcf, d~qcf, etc. _ qcb, d~qcb, d~qcb, d~qcb, etc.

This technique allows you to move in every direction (forwards, backwards, SS up and SS down) and lets you throw out qcb, qcf or SS moves while spacing as the opportunity arises. You can also cancel the sidesteps with f and immediately followup with another f and throw out f,f moves.
Cancelling the backsway is a very good evasive technique as it will move you backwards, sideways and evade many high attacks with the sway motion. Also, you can pretty much instantly punish whiffs with qcb+1_qcb+2 during the backsway. Downside of this is that you can?t block during backsway cancelling, so if your opponent throws out a homing move that reaches you?ll eat it. Good spacing and combining this with regular backdash cancels is the key to prevent this.

Last edited by BlackPriest on Jul 2nd, 2011 at 17:46