TEKKEN7 FR Paul tutorial-Theory
Doctor’s max rank of Feng in TEKKEN7
-22 dan(Seiryu)
Character aspects(min:1, max:5)
Intercept attack: 4
Offensiveness:4
Whiff Punishment:3
Panic Moves:3
Block Punishment:4
Attack Strings:3
Intercept attack:4
I use these moves below
as Intercept attack.
Right Uppercut(d/f+2)
Thruster(half circle forward+1)
Kawaragoma(half circle back+4)
If you think the enemy is coming,
you can do these moves, for interceptor.
Be careful, Thruster and Kawaragoma
are high attack, they may crouch for these.
Kawaragoma is a very useful move.
Although it is high, I do it sometimes.
Offensiveness:4
I think Paul is very offensive.
But for mids and lows,
they have risks.
Smasher(half circle forward+2)
Demolition Man(d+4,2,1+2)
These moves are very big damage,
but they are also risky.
For the Smasher, some characters
don’t have punishment.
For those characters, I think
it is a good idea to do Smasher a lot.
For the other mids,
Hammer(f+1+2)
Wrecking Ball(u/b+2)
Rubber Band(half circle back+2)
These are also good,
but not as great as Smasher.
For the lows,
Pump in Pedal(3, during side step)
and throws are
available if you hate risks.
Whiff Punichment:3
For Whiff Punishment,
Thruster(half circle forward+1)
and
Smasher(half circle forward+2)
are the choices.
But these are not easy to do
instantly.
Other option is Right uppercut.
You need to see the situation,
and judge which Whiff Punish to use.
Panic Moves:3
Not bad, but not good.
-Burning Spear(b,f+1)
When hit, additional damage with Smasher
It is high, so risk of being crouched
-Shoulder Tackle(f+1+4)
It has punishment when blocked.
Damage is not high.
-Shredder(u/f+3,4)
A combo launcher, and it has punishment.
-Parry(b+1+3 or b+2+4)
-High kick(4)
A combo launcher when countered.
Block Punishment:4
Shoulder Smash(d+1+2)
is a good punishment.
When you are facing the wall,
you can get wall stun,
after you block something
like rising knee.
And this shoulder can be punishment
when you block standing mid kick
from grounding.
And when you block low kick
from standing up,
3,2 during rising up is also
makes them wall stun.
Tactics
1.Simple mix up
Paul’s tactics is very simple.
It is just mix up. Mid or Low.
Since his Whiff attacks are not
very handy, you need to get
close and mix their blocks.
And when you are facing the wall,
this mix up will get
much more stronger.
However, I sometimes see Paul players
who do only Smasher and Demolition Man.
They are not so much scary,
because they are predictable.
So you need to use
not only big moves,
but also small or middle ones.
2.Try to use “small” “middle” and “big” moves.
It is just my personal groups,
I will show you main moves
that I use in Paul.
Small moves
d/f+1
d+1
b+1,2
b+4
d/f+2
4
3 during side step
Middle moves
f+1+2
u/b+2
half circle forward+3
half circle backward+2
Big moves
half circle backward+4
half circle forward+2
d+4,2,1+2
u/f+3,4
As for the ratio of small, middle, and big,
I would say,
40% 30% 30% is my style.
If you use small moves only,
you can’t get a good damage,
and you will lose.
And if you use only big moves,
it will be too risky.
3.Master the wall situation
Paul is very strong in wall situation.
He has many moves which make
them wall stun.
And when you get wall stun
or wall combo,
Smasher is very useful.
Two time Smashers and this damage.
And Paul is also good at Okizeme in wall.
When they are on ground,
d/b+2 and d+2 are effective.
And when he block standing up kick,
d+1+2 and 3,2 during rising can
make them wall stun again.
See above, hammer and Demolition are
just enough.
This is a movie that I made for “Wall Tactics”.
Please check it and see how to make the most
of wall situation.
Conclusions
Simple is the best!
This is Paul.
I personally like this character.
Although its tactics is simple,
but there are many techniques there.
I would talk about details in
Practice site.