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Tekken 8 — Characters

Paul Phoenix – Frame Data

Paul is an all-rounded characters that pairs compact defensive tools with explosive close-range mixups. Deathfist punishes whiffs, Demoman threatens low damage, and strong wall and stage interactions create sudden comebacks.

143 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

OTG Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

CD Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

DPD Stance

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Fighter Profile
All-Rounder Advanced
Offense
8
Defense
8
Execution
7

Weak to: Step Right

Overview

Explosive damage and deadly close mixups; limited approach and linear attacks need timing.

Strengths

Damage: Large comeback potential in Heat and Rage.Defense: Compact launchers and evasive emergency options.Mixups: Deathfist and Demoman threaten close defense.Stages: Strong wall and floor-break conversions.Poking and df+1 game: has strong poking tools like d+1, b+4, qcf+3 and in particular his df+1 which is plus on block forcing the opponent taking choices.Throw game: Has a complete throw game and two of his throws can wall splat.Kinda-Wavedash: Tekken 8 removed his only real weakness by giving him a way to get closer really fast.

Weaknesses & Counterplay

Approach: Long-range opponents can keep him out.Tracking: Key threats lose to lateral movement.Execution: Optimal combos require practice.Sway: in this case the sway forces the Paul player to master the Korean Back dash perfectly