Tekken Tag Tournament 2/Paul Move List

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Tekken Tag Tournament 2 Character Select


Contents

[ Paul ]
[ Move List ]
[ Frame Data ]
[ Combos ]
[ Strategy ]
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Move List Notes

Some Info Here

Grappling Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
1+3_F+1+3_BT 1+3 Left Throw Front 35 1 x
2+4_F+2+4_BT 2+4 Right Throw Front 35 2 x
Approach left side 1+3_2+4 Left Sidethrow Left x 1 x
Approach right side 1+3_2+4 Right Sidethrow Right x 2 x
Approach back 1+3 Backthrow Back x No Break x
Approach back 2+4 Backthrow Back x No Break x
2+4~B Command Throw Front x x x
df+1+2 Command Throw Front x x x
df+1+2: qcf+2 Command Throw Front x x x
b+1+4 Command Throw Front x x x
ff+1+2 Command Throw Front x x x
db+1+2_FC 1+2 Ultimate Tacle Tackle x x x
= 1_2, 1_2, 1_2, 1_2 Command Throw Front x x x
= 1+2 Command Throw Front x x x
= 2, D+1, 1, N+4, 1, 1+2 Ultimate Punishment Front x x x
x Command Throw Front x x x
x Command Throw Front x x x
Time enemy attack Reversal Reversal x x x

#1 Footnotes Here

Basic Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
1_f+1 Jab h 8
2 Straight h 12
3 Hook Kick h 30 KND, W!
4 Roundhouse h 24 JGc
d+1_FC 1 Crouch Jab s 6 RC
d+2_FC 2 Crouch Straight s 9 RC
d+3_FC 3 Crouch Spin Kick L 14 RC
d+4_FC 4 Crouch Shin Kick l 12 RC
uf~n+1 Jumping Jab m 14 #1
uf~n+2 Jumping Straight m 18 KND
uf~n+3 Jumping Spin Kick m 30 W!
uf~n+4 Delayed Hopkick m 30 JG
UF~n+1 Jumping Downward Punch m 18_21 KND
UF~n+2 Jumping Ground Punch M 21 #1
UF~n+3 Jumping Spin Kick m_L 30_15 JG #1
UF~n+4 Jumping Front Kick m_M 30_18
1+2+3+4 Supercharge #2


#1 Attack will have different damage depending on what time you press the attack while in mid-air. When character's still rising, attack will do less damage, but when falling, attack will do stronger damage.
#2 Supercharge will enable you to do chip damage and makes your first hit a counterhit, but you cannot block and get counterhit in return.

Special Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
1, 2 x x x NC
1, 4 x x x
2, 3 x x x
2, d+3 x x x
3, 2 x x x
f+2, 3, 1 x x x
f+1+2 x x x
f+1+4 x x x
df+1 [~B] x x x
df+1, 1, 2 x x x
df+3, 4 x x x
df+4 x x x
d+1 [~D] x x x
d+1, 2 x x x
d+1, 4, 2 x x x
d+4, 2 x x x
d+4: 2: 1+2 x x x
d+1+2 x x x
db+2 x x x
db+3 x x x
b+1, 2 x x x
b+2 x x x
b+3 x x x
b+4 x x x
b+1+2 x x x
uf+2 x x x
uf+3, 4 x x x
ff+2 x x x
ff+2, 1 [~B] x x x
ff+2: 1 [~B] x x x
ff+2, 2 x x x
ff+3, 4, 4 x x x
ff+3, 4, f+4 x x x
ff+3, 4, d+4 x x x
ff+4 x x x
bb+1+2 x x x
b~f+1 x x x
qcf+1 x x x
qcf+2 x x x
qcf+3 x x x
qcf+1+2 x x x
qcf+3+4 x x x
qcb Swaying x x
WS 2 x x x
WS 3, 2 x x x
FC df+2 x x x
FC df+2, 1 x x x
FC df+2, 2 [~B] x x x
FC~D (hold), u+3+4 x x x
SS 1 x x x
SS 3 x x x
Approach grounded d+2 x x x

#1 The last part of the string is a standing throw, press 2 to break

Swaying Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
qcb x x x NC
SWY 1 x x x
SWY 2 x x x
SWY 3 x x x
SWY 3, 2 x x x
SWY 3, 2, 1 x x x
SWY 3, 2, 3 x x x
SWY 4 x x x
SWY 1+2 x x x

String Hit Arts

COMMAND HITS DAMAGE HIT RANGE
d/f+2,1,3,2,2 x 25,9,7,6,6 mhlmm
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