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    Paul by XxDevil JinxX

    Version: 1.0 | Updated: 03/16/03 | Search Guide | Bookmark Guide

    -=Paul Phoenix=- for Tekken 4
    Version 1.0 By XxDevil JinxX
    Ok, do NOT copy my stuff without my permission. I spent a lot of time doing 
    research and getting info from many of the top players that I don't want some
    scrub to just come along and all it their own. This should be for your own 
    personal use and be used to help you get better, or get better at defending 
    against a Paul player. 
    What's new? Changed some "shady" information. Added more setups. Also, it 
    has come to my attention, that some readers just can't take the truth. And 
    if I list some weak setups, and call them scrub setups...they get angry like 
    I am insulting them. One would have to wonder, if they do fit into that 
    category, shouldn't they change? The truth hurts doesn't it? I'm going to be 
    up front. If you fall into the scrub category, then it's because you are. 
    Why should I lie and call you "l33t"? Answer, I won't. 
    "Da Intro":
      Ok, here is my Paul FAQ. You're not going to find the list to all his moves
    here. You aren't going to find a complete or even an in depth list of his 
    Juggles. What you are going to find here are the tools you need and the tools
    he has to be successful. How you use these tools is up to you and your 
    creativity, but I will mention some classic setups and mind games to help 
    lead you in the right direction.
    Table of Contents:
    1. Abbreviations and Button Notations
    2. Frame Rates
    3. Moves and Analysis
    4. Juggles
    5. Wall Game
    5. Snake/Hayashida Stepping
    5. Credits
    Button Notation:
    (brief note, I will not include any notations or abbreviations that are not 
    present in the moves and strategies I will be presenting)
    1   - Left Punch
    2   - Right Punch
    3   - Left Kick
    4   - Right Kick
    f   - tap forward
    b   - tap backward
    d   - tap down
    u   - tap up
    n   - pad in neutral position
    F   - hold forward
    B   - hold backward
    D   - hold down
    U   - hold up
    '/' - A combination of the two directions (d/f = diagonal down and forward)
    '+' - To be pressed simultaneously
    '~' - To be pressed immediately after
    QCF - Quarter Circle Forward
    QCB - Quarter Circle Back
    SS  - Sidestep
    SSR - Sidestep to the right
    SSL - Sidestep to the left
    SW  - Sidewalk
    WS  - While rising
    iWS - Instant while rising
    CH  - Counter Hit
    oki - The art of attacking someone on the ground attempting to get up
    Frame Rates:
    So what is a frame rate? Well all moves in this game are executed in a 
    certain number of frames. Each frame corresponds to 1/60th of a second. So, 
    an 8-frame move takes 8/60 of a second to execute. Why is this important? 
    Because some moves are slower than others. Some moves you do puts you at a 
    frame advantage (a good thing), and some moves you do put you at a 
    disadvantage (not a good thing). Knowing these, should give you the proper 
    judgement of when to and not to use a move. Just to tell you, the fastest 
    jabs are 8 frames. So really even if you have a frame disadvantage, unless it
    is 8 frames, you aren't going to get hit so it is completely safe. So now 
    that you know what it is, on to the good stuff!
    Moves and Analysis:
    (included here are moves that should be used in Paul's aresenal)
    d/f+1+2 - This is a 1+2 break so it's relatively difficult to break. I 
    	  personally like this throw the best because of where it leaves the 
    	  opponent. It puts you excellent position of oki. It's pretty fast 
    	  too at 11 frames.
    ff+1+2  - Same break as above. But 1 frame faster. I'd probably suggest this 
    	  throw when near a wall because if/when your opponent hits the wall,
    	  that's just more damage, and puts you in an excellent position to 
    	  take control of the match. It is the fastest throw Paul has, so 
              keep that in mind.  
    b+1+4   - Ok, so you are getting throw happy, and your opponents all of a 
    	  sudden realize the only throws you are doing are 1+2 throws. What 
    	  better way to surprise them than to do this? It's a 1 break which 
    	  is quite rare in and of itself. Quite fast as well at 11 frames. 
    	  Doesn't really help you much advantage wise, but you do get to see 
    	  your opponent fly, and that's always cool.
    F+2+4	- A 2 break throw. You get decent oki options from this just as you 
    	  do with the d/f+1+2. So look what you have here, a 1+2 break, a 
    	  '1' break, AND a '2' break throw, how confusing is that? To top 
    	  that off one of his 1+2 break throws and this throw all put him in
    	  good position for oki.
    ***1 hit Pokes***
    1     - Simple Jab . It hits at 8 frames. Off of hit, you get a +5 frame 
            advantage, and off block it's a +2 frame advantage. So all in all 
            you can't lose with this move. Use it.
    f+1   - This version is at 10 frames, but you get a small increase in 
            advantage both off block and hit for doing this verion. Not bad. 
            Not bad at all. But what I will say, is don't get cocky and be 
            you have 1337 mixups with 1 and f+1...no...
    2     - Jab that hits high. It does more damage than a simple 1, but it hits
            at 10 frames. A +0 advantage off block and +6 advantage off of hit. 
            Though a tad slower than 1, still a VERY GOOD jab to use.
    d/f+1 - The punch hits mid and is 13 frames. +0 on block and +6 on hit. It 
            doesn't take a genius to figure that freaken Paul's '1' and '2' all 
            hit high. So this is an alternative. Let them duck, hit them with 
            this. His poking game is just that damn good.
    WS+4  - Such a great move. And yet another great poke to add to Paul's 
            Arsenal. It's fast at 11 frames and is completely safe on block at 
            only -6 frames. Off of hit, it's quite advantageous at +6 frames so 
            as you can see very good move. The best use of this is probably 
            QCF+4. Huh? Paul has a QCF+4? Well not exactly. For buttons in which 
            he does not have a true QCF move for, the QCF acts as an iWS. So 
            yeah, good stuff.
    ***Special Arts***
    1,2   - The properties for this are as if the first two jab's properties 
            were combined. You can't go wrong with this combination. If they 
            block the first	hit, the second will come out any retaliation. So 
            it's comletely safe. Know this sequence. Paul's one of the dirtiest 
            jabbers in the game, and almost all the characters will have 
            trouble with a jabbing Paul.
    1,4   - It begins with an 8 frame jab hitting high, then a kick hitting low. 
            Off of the blocked kick, Paul has a -10 advantage. Meaning characters
            WILL do something to him. Fortunately, being only at -10, counter 
            attacks aren't lethal. Off of hit, the 4 gives you a small +1 
            advantage. The move doesn't really sound too good, but it's really 
            one of his staples in terms of mixup. Because of the dominace of 
            1,2, occasionally mixing this in will often cause the 4 to connect. 
            On top of that, since the 4 puts you low, the classic setup that goes
            with this, is the WS+2 that follows afterwards. Often after eating
            the low 4, your opponent will try to attack, and many times the WS+2 
            will either go under their attack or out prioritize them. Giving you 
            a very decent juggle that will be explained later. Just don't abuse 
            this. The thing is if your opponent sees you do it once, they should 
            know how to handle it when you do it the second time. But then again,
            some people never learn. There are other setups you can do, for 
            variety. From the crouch position after the '4', you can do u/f+4 
            and Paul will instantly jump with a jump kick launcher. This tactic 
            work at times, and is an OK change up to WS+2 if you find them 
            attacking with moves that will out prioritize WS+2. Something else 
            you can do is just a simple WS+4. Has plenty of range, safe on block 
            and will interrupt most moves as well. u/f+4 is really a risk/reward 
            type move.
    f+1+2 - The move is a slow 20 frames. So do not just do it out of the blue. 
            It should really only be used as a juggle ender. And it will be 
            explained later. I'd just like to comment that this is the BEST 
            juggle ender you can possibly do with Paul.
    d+1+2 - It can be a decent gift or the greatest curse. As far as speed goes, 
            this move is decent at 12 frames. Off of block it gives you an ugly 
            -18. But that number is a bit decieving since it pushes the opponent 
            far enough away that they won't hit you with a slow 18 frame move. 
            It's very glitchy as well, which sometimes works in your favor or 
            can cost you the match. My suggestion for this move is to either do 
            it as a wall push or oki (risky). If not in those two situations, 
            limit your use of this, people have a tendancy to over abuse this, 
            and end up getting abused. For the oki, there are better things than
            this. But it will most of the time hit the ground opponent if they 
            attempt to move. It also hits grounded opponents on an inclined 
            slope. As I said before it's risky; your best bet is against the 
            wall. The nice thing about this move other than being for walls, is 
            that it catches sidesteppers. Sidestepping a lot is not a good idea 
            because d+1+2 will hit you. An example is Lee. If people tend to do 
            SS+2 a lot, you can beat them to it with this move. Simple as that. 
            When using this move oustide of those situations,  use it as a 
            defensive tactic. You may find at times your opponent has all the 
            momentum, think about this move during those times. It has a tendancy
            to break that momentum. Just to clarify why it is risky...the move 
            misses ALOT even when it seems like it should hit. Also, and common 
            instances, you will be in the back turned position just asking the 
            opponent to launch you for nasty damage. 
    f+1+4 - Kinda similar to the d+1+2, but Paul does a slight SS to the left. 
            In terms of speed, much much slower in exectution at 20 frames. Off 
            of block, you're also at a -17 advantage. So why the heck am I 
            including this move? Well, Paul does side step and so it does tend to
            evade moves, virtually guaranteeing that it will hit. You can even do
            a double SS with this by SSL, f+1+4. Much better at evading and does 
            tend to track enough to hit the opponent. It can also be done off of 
            hayashida stepping which I will include later. It hits people on the 
            ground trying to move as well, but there is better oki that I will
            mention later. Don't get too cocky about using this move and trying 
            to 2xSS, it's unsafe, and people will punish you. I'd say always 
            leave it as an option. Know your opponent's attack patterns, then 
            adapt this move to it if you can.
    QCF+2 - The Infamous Death Fist.
            People that try to abuse this will get destroyed. The move is 
            relatively fast at 13 frames, but the disadvantage is scary. It's a 
            whole -17 frames. At close range, some characters have a guaranteed 
            launcher off of block (Hwoarang's b+3 anyone?). Don't get me wrong, 
            this is a good move, but hardly anyone uses it right. You go to the 
            arcade and you see scrubs go 1,2,qcf+2. No. The reason it's dangerous
            is mainly because of two different factors. The first is if you hit 
            them into a wall (by a deathfist), you will be able to connect with 
            another one. In addition to that, if you do a far wall push, you
            can get as many as 2 deathfists. Can you say OUCH? I can, OUCH! The 
            second? Deadly mind games. Right now seems like a good time to 
            introduce the term PDF (psychic deathfist). What are Paul's two most 
            feared moves? The death fist and his JF. One hits low the other mid 
            (and both do way too much dmg). What would you do if a Paul just 
            dashed in towards you (perfect distance is just within touching range
            of the d+4)? Would you think Deathfist? If you do, you eat the JF. 
            Would you think JF? Ouch, looks like you just ate the deathfist.
            This is the reason why it's good. Because you have another option 
            with another damaging move that hits on a different level. The mixup
            here, technically puts the deathfist a few frames safer. If that 
            makes sense. Other than the PDF and the wall game, the deathfist 
            shouldn't really be used unless you see an opening. Of course, if you
            can't do the JF, then...well...I don't know what to say. Off of a 
            low parry kick, death fist is guaranteed, so keep that in mind. Hmm, 
            there is one more thing about the death fist, but should I cough it 
            up? I guess I will. Paul has what's called an instant death fist. Yes
            you read that right. INSTANT death fist. Ok, so how do you do it? In 
            short it's u~u~n~f+2 or d~d~n~f+2. Yeah, the notation looks 
            incredibly strange. But really you get just that, an instant 
            deathfist off of side walk. No need to go into the QCF motion. Once 
            you practice for like 5 minutes, it becomes really easy. Just a note 
            though, don't think that this is some advanced way of doing a 
            deathfist. The truth is that it helps in hiding the exectution of 
            the DF, but if they block it, it's still the same disadvantage. Note 
            on the PDF/JF mixups. To be able to do it is one thing, to do it 
            effectively is another. Very few, and I truely mean very few can do 
            this well.
    d/f+2 - 15 frame punch so it is relatively slow. But it's also safe on block.
            That doesn't mean you start using it like you use 1,2. The best 
            property about this is that it juggles. Juggles you should do off of 
            this will be explained in a later section. It has some "tech crouch" 
            frames, meaning that it'll go under some high moves, but it requires
            some timing, so play around with it. 
    WS+2  - The other juggle starter. It's 15 frames as well but at a very scary
            -18 on block. This move you have to set up for. Such as what I 
            mentioned for the 1,4 move. 
    b+2+4 - Paul's reversal. All I can say is know it, and know how to use it, 
            but don't get comfortable with it because they will chicken sooner 
            or later.
    d+4:2:1+2 - The most usful of his jf's. The one used in the PDF mixup. Timing
                is difficult at first but really, once you get the rhythm down, 
                it's a piece of cake. At close range it trips. At farther range 
                it doesn't trip but does about 10 more dmg or so. LEARN THIS JF. 
                For those that don't know where to start, you can either go to 
                www.tekkenzaibatsu.com or www.catlord.com and download the Paul 
                JF. You can hear the button presses to get an idea of the timing.
                There is one important thing you will notice while doing the JF. 
                It does more damage if you don't trip them opponent. If the d+4 
                just knicks them, then the next hit acts as a CH so it does more 
                damage. This is the range you want to work in staying in when 
                practice the pdf. NOTICE I DID NOT INCLUDE THE JF WITH THE D+1.
                DONT DO IT!!!!
    ff+2:1    - Not too useful. For those talking about mixups with ff+2,2, all 
                I can say is that you're a scrub. This move is useful when your 
                opponent is against the wall, and possibly in a juggle if you 
                want to be fancy. It's guaranteed if an opponent springs up from 
                the ground, so that's another situation where you want to think 
                about using this move. Just doing it by itself is fine since it 
                is completely safe on block, and the first hit hits mid. But 
                just don't use it like '1,2' thinking it's is a "cooler" version 
                of it. 
    d+1   - Ahh the newbs hate this. They never learn, and always try to roll. 
            So if they keep rolling, keep d+1 them. They suck. Be warned it does 
            miss in some cases, know when.
    SS+3  - The move of all Paul Oki. This move is awesome. It always hits the 
            opponent if they are on the ground an in range (d+1 has a tendancy 
            to miss). It deals a healthy dose of damage and has great hit 
            properties especially when the opponent is in the process of standing
            up. Don't try to do this every time though as sometimes it will be 
            too slow to hit. It's at 19 frames so know when to use it and when 
            not to.
    As I said for people trying to spring up from the ground you can get a 
    ff+2:1 on them. 
    (juggles here begin with the juggle starter, how you get to that starter is 
    up to your own imagination)
    WS+2, d+1, SS+3 - This juggle is not guaranteed. But it's very difficult to 
                      actually escape the SS+3. For the damage it does, it's 
                      definately worth taking the risk. As far as I know, this 
                      is Paul's most damaging combo from WS+2 without walls. So 
                      do it. The alternate to this, if you find your opponent to 
                      be escaping it every time (most likely due to your 
                      slowness), is to do ff+3,4,4 after the launcher. Does a 
                      tad bit less damage, but all is guaranteed. Back to the 
                      original juggle. How is it not guaranteed? Well if the 
                      opponent quick gets up from the d+1, they can block low. 
                      Are you thinking what I am thinking? They block low eh? So 
                      then what's stopping you from SS then pulling out a death 
                      fist instead of a 3? Nothing is stopping you! Hit that 
                      ducking opponent with the deathfist. This practically 
                      forces them to just lay there and eat the SS+3. In other 
                      cases, they may just try to roll back, reducing the damage 
                      SS+3 does. If you can catch them trying to do that, d+1 
                      them, which can lead to another d+1. So really, if they 
                      want to take the least damage, they should be smart and 
                      lay there. 
    d/f+2,1,1,f+1+2 - You can do 1 punch, or you can do 3 punches. It's really up
                      to you but f+1+2 is probably the best juggle finisher in 
                      this case. It smackes the opponent to the ground giving you
                      oki options as well. It's a good idea, that always after a 
                      f+1+2, you should follow it up with a d+1. SS+3 may work 
    		  but will most of the time be too slow.
    u/f+4,1,2,1,ff+2:1 - This looks pretty flashy. I like flash, which is why I 
                      play other more flashier characters. Not really a logical 
                      juggle to do though. I do have to come up with an excuse 
                      as to why I would include it in my faq, so I'll give you 
                      some BS, that is actually pretty true. The juggle covers 
                      lots of ground. It's a great way to get your opponent
                      close to the wall where Paul can intimidate the utter crap 
                      out of his opponents. It's REALLY easy too. Just remember, 
                      the '1' jab does NOT have a -20 recovery. I see people 
                      missing the last part because they are doing the f,f motion
                      too slow, missing the elbow. The u/f+4 can be used as an 
                      alternate in the JF/PDF mixups. In the sense that insead 
                      of doing a PDF, do un u/f+4 instead. It'll do more damage, 
                      but u/f+4 is more risky. Risk/Reward...keep that in mind. 
    Wall Game:
    Paul has a pretty mean and quite damaging wall game. So what's the deal with 
    the walls? First, in case you didn't know a wall push is (f_d_u_b)+1+3. 
    Depending on how far away you are when you execute the wall push determines 
    what kind of advantage you get when your opponents hit. If you are near a 
    wall, and you push your opponent into the wall, you have approximately a 12 
    frame or so advantage. So as you can see, all you can really do is 1,2 or 
    some crap like that. However if you are just far enough away that the 
    opponent gets hit by the wall at the very end of the push, your character 
    actually begins to recover earlier. So you effectively gain 4-6 frame or so 
    in recovery. This is also true for side wall pushes. It's very important 
    since those 4-6 frames allow Paul to pile up on the damage. Actual frame 
    rates for these are still shady. So here's what you can do.
    Far Wall Push or Side Push:
    d+1+2, f+1+2, d+1 - It does 65 dmg, and potentially more if your opponent 
                    doesn't know what to do after the d+1. With this particular 
                    one, you can play some mind games in terms of what you do 
                    after the f+1+2. But for guaranteed damage, just finish this
    d+1+2, QCF+2 -  You do about 8 more damage with this compared to the above 
                    so both are decent options.
    Reverse Wall Push (1+3~b):
    QCF+2, QCF+2 -  There's no doubt that getting a reverse wall push, that this 
                    is the 	most damaging option (to my knowledge). Damage is 
                    around 80 so that's already more than half a life bar. The 
                    thing is, I hesitated putting this on here. The new players 
                    have a tendancy to see something of high damage, and then 
                    try the whole match to make it happen. Which is not what you 
                    want to be doing. If you happen to get a reverse wall push, 
                    go ahead and do it. If you don't, don't try the whole match 
                    to get one.
    You obviously can't be wall pushing people every day, so what's another way 
    to pile up the wall damage? Hit them into the wall. All I can say is, if you 
    deathfist them into the wall, do another deathfist. And if you have the 
    timing down, go for the d+4 JF instead. Same goes if you d+4 JF them into 
    the wall. Go for another one if you have timing otherwise just deathfist 
    them. It's takes off just way too much damage. d+1+2 is best used in this 
    situation if you know it's going to hit. Once they get a wall stun from d+1+2
    you can do a free DF. 
    Snake Dashing/Hayashida Stepping:
    Snake Dashing - The notation for this is QCF,u,QCF,u...and you keep going. In
                    short it's a crouch dash chained into a sidestep. Looks 
                    pretty weird on the screen, but it is useful. Just how 
                    useful is up to you. IMO this is the harder of the two steps 
                    to actually use well. Judging from the notation, you should 
                    already know by now, that it is very easy to incorporate a 
                    death fist into this movement because of the QCF motion. We 
                    all know that wherever there is a deathfist, there is also a 
                    d+4 JF around the corner. So use it as a mixup from snake
                    dashing. Also, remember the poke about QCF+4? You should go 
                    for a few of those too in your snake dashing. Throw mixups 
                    comming from this are HIGHLY effective. The tendancy for 
                    snaking is that you are either directly in front or on the 
                    side of the opponent, giving you a plethora of more throwing 
                    options. Perhaps the situation where it is the most useful 
                    is in the Oki game. Which is something you should think 
                    about. The SS motion in this should key you into the fact 
                    that SS+3 will work well. But as we all know, a mentally 
                    competent opponent will adapt to this. Mix it up with either 
                    d+1 or even a deathfist for people trying to get up quick. 
                    Force them into a situation that they will HAVE to eat 
                    something, so they might as well eat the least damaging one. 
                    Regardless, you are forcing them to take damage. Ok, enough 
                    said about this, you think of your own stuff.
    Hayashida     - This is arguably the best of the two Paul has. The notation 
                    how to do this is QCB,u,QCB,u...repeat. The trick to this, 
                    and why it's easier than snake dashing is that you can't 
                    jump backwards in this game. So just doing a half circle 
                    from down to up will be sufficient. Just keep repeating it, 
                    and you'll see results. Remember, you can only do this 
                    movement by SS upwards. Just keep that in mind. It's far more
                    evasive than snaking, and you can also incorporate some of 
                    the same mixups you have from snaking in this as well. Paul 
                    seems to SS more so than back dash which is the main reason 
                    why you can incorporate the Snake mixups since he stays a 
                    decent distance from the opponent. Just to hightlight some 
                    moves to think about in this motion...f+1+4 works best in 
                    this situation. Hayashida practically forces the opponent to 
                    whiff something. And as long as your opponent whiffs, f+1+4 
                    will surely hit in many cases. The JF/PDF mixups are
                    indeed fair game as well. I'd just like to say to those that
                    are thinking of QCB+1, it could work, but QCB+1 has worse 
                    tracking than d+1. Just keep that in mind. 
    Thanks to guys at TZ for their knowledge. Namely USMCOgre. He's helped 
    everyone out alot. I have to give props to JOP for giving some more advanced 
    strats. Thanks to Shinjin for flaming everyone. Classic flaming indeed... 
    Also thanks to all the UW crew (cheeze city) for giving me good comp. 
    Especially when I experiment with new characters and you guys still end up 
    cheezing...ok, no thanks to the UW crew...
    To get a good idea of how Paul should be played, I suggest you visit 
    www.sdtekken.tk. The Paul plyer there is USMCOgre, and you can see how 
    Hayashida and Snaking look like and how they are good. Just remember, those 
    are EXHIBITION matches. So players are playing to be stylish, while still 
    trying to win. So don't try to pick up that stylish stuff, if you can't win 
    without the style. (ie don't do WS+2,QCB,3,2,1 that you may see Ogre do). 
    Finally, thanks for GameFAQS for hosting this and making me convert all my 
    tabs to spaces. 

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