Paul guide by Joey Fury | Tekken 8

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hello everyone this is FaZe Joey Fury I am a competitive Tekken player from the United States most recently I participated in the Tekken World Tour for 2023 my best results on the tour were getting first place at Clash of the Olympians in Greece fifth place at combo brigger in Illinois and I finished Ninth Place at the global finals in New Orleans and that was of course for Tekken 7 so now I'm very excited to get started learning this brand new Tekken with all of you I do stream on Twitch at Joey Fury and you can find me on Twitter as well at Joey Fury let's get to it but before we start be sure to subscribe to dash fight for more character guides and check out their website for all things fgc so today we are talking about Paul Phoenix the All-American brawler and Judo Master a character that is very dear to my heart Paul has always been notorious for his huge damage and threatening 50/50s and in this game he is living up to that reputation more than ever Paul appears to be quite flexible with his game plan in Tekken 8 he can take a defensive or an offensive approach but the important thing in my opinion is seeing how his punishers act as natural transitions to strong mixups and to strong 50/50s and we're going to talk about that in more detail so his punishment is very strong he still has his signature back one two 12 frame punish only now in this game it knocks down so once the opponent is knocked down there is an opportunity to move in and begin those threatening Mix-Ups that I was mentioning and the same thing is going to apply to his signature death fist with Punisher if you land this it's a heat engager so Paul's going to get a whole bunch of plus frames and a big opportunity to run in and force a 50/50 and additionally Paul has a great new whiff Punisher in forward two this is also a heat engager once Paul has heat activated it gives him the opportunity to threaten the strong 50/50 between heat death Fist and heat smash demo man we're going to talk about these tools in more detail as well and lastly Paul has very strong command grab options which we'll go into along with some very threatening counter hit buttons like quarter Circle back four down forward four and his very strong down forward too so for these reasons Paul appears to be a very well-rounded character in Tekken 8 so let's talk about Paul's pokes just quick safe attacks that don't carry a ton of risk some of my favorites are going to be Paul's down one 14 frame mid uh his down forward one also a 14 frame mid that can go into back sway just three by itself standing three this move has excellent range down back three I know I mentioned you know with poking we want to be safe unfortunately DB 3 is launch punishable on block but I think it does have value as just a quick High Crush quick little low tap he's also got quarter Circle forward three this move gets excellent rewards on counter hits it has amazing range and tracking great low check there also keeping it very basic he's just got his jab and his onew very essential pokes and last few he's got while standing four which can be executed as quarter ccle forward four great quick approach with an 11 frame mid does good damage plus five on hit and lastly one of the ones I'm very excited about is this new while standing one two so you go into Crouch release press one two can also be done out of Crouch Dash as down down forward then release down forward one two so this move actually does not count uh doesn't combo a normal hit but it will chain together if the first one lands counter hit and then just a very interesting thing I want to mention if only the second hit counter hits it becomes plus 15 and you get a guaranteed back sway too so those are some of Paul's best pokes so as far as mixups and okii I think they kind of go hand inand with Paul if you have an Oki situation you generally just want to enforce a 50/50 with Paul so as far as doing that I like to keep it simple with a few options uh with mids I really like forward 1 plus two uh because if it does get blocked it retains plus frames on block I like quarter Circle back to this is also a safe on block and a heat engager so very strong and lastly I'm a fan of quarter ccle forward 3 plus 4 which does a grip of damage we'll talk about that combo a bit later and then as far as Lowe's I like qule forward three I like side step three I like back four and of course the mighty Demo Man Down 4 to 1 plus 2 let far as developing pressure and plus on block buttons as I mentioned I really like forward 1 plus two this is going to force Crouch for the opponent and leave P at plus three you can also generate pressure uh with down forward one into back sway which I mentioned earlier and while standing one two into back s he also has some light plus frames off of his counter hit tool quarter Circle back four you can get plus one there generates a little bit of pressure jab becomes a frame trap and there is a new addition that can get some pressure started which is his up forward two it's going to get right in their face at plus five um it is linear and it is a high but it's pretty fast and it just forces this situation right up close which can be advantageous for Paul let's talk about punishers at minus 10 and minus 11 Paul will just take the basic one two also worth mentioning if the opponent is low enough on life that it will kill 123 is all a combo just not recommended to use normally because it is UN safe on hit -2 and - 13 Paul can then get his powerful back one two punish it's a high midst string knocks down leads to mixups and it's a wall Splat as well P can also utilize down one plus two as his 12 frame and 13 frame punish this does a little less damage than back one2 but it is necessary in some instances because it's mid and it has a little bit more range than back one to at 14 frames Paul will get back three full la Lacher but its range is limited so Paul players have to be diligent determining when this punish will reach and when it will not if you're unsure about range Paul has the new forward to 14 frame punish which has much better range at 15 frames Paul can do down forward two and up forward four to punish the range on these can sometimes be a little limited as well so you can continue to use forward two in some instances at minus 15 p can also perform a frame perfect quarter Circle forward 2 at minus5 but I would only recommend using quarter Circle forward 2 starting at -17 and onward from Crouch Paul's block punishment is extremely simple and effective you're going to do while standing 4 for - 11 and -2 moves you're going to do while standing 32 for -3 and - 14 moves and everything minus 15 and worse you will just do while standing two let's talk about heat moves some of Paul's best neutral tools are also heat engagers so this includes quarter Circle back two great safe on block mid good range good damage and will activate heat for a forced mixup you can kind of think of this like a mini safe version of death fist he also has forward four safe mid homing move meaning it catches side step and sidewalk and he's also got the death fist with punish always a good idea to have this locked and loaded in case the opponent commits a major error by whiffing and now once heat is activated Paul's going to get access to a powered up version of death fist that is much safer unblock and you can see there it also wall Splats from very far away and secondly he's going to get access to a buffed version of demoan you're going to press 2 plus three it's going to burn his whole heat gauge but you see there devastating low strike 45 damage it's only minus 12 on block and it cannot be low pared so you can immediately start getting the idea of what I mean by forced mixup here connect a heat engager you can threaten the normal Demo Man which is very strong down 4 to 1 plus two you can threaten the powered up death fist as the mid check or if you want to keep it a bit safer you could burn your heat right away and do the heat smash Demo Man very very strong stuff lastly without getting into combos I'm just going to give you a rundown of good combo starters real quick so we have down forward two up forward three 4 quarter Circle forward one counter hit down forward four quarter Circle forward 3 plus 4 which is actually a full combo starter on counter hit counter hits quarter Circle back 3 2 1 counter hit quarter Circle back four quarter Circle back 1 plus two while standing two counter hit quarter CLE forward three and counter hit side step three so we touched on this a little bit but what do you need to do to start your offense and pressure as Paul so in my opinion you want to develop your defensive instincts so you can sense when your opponent is about to overextend and whiff an attack and at that point you can capitalize with an option like back one two or forward two or of course quarter Circle forward two death fist you want to have strong game knowledge of what can be punished on block by these attacks as well once landed you can plan your 50/50 from there for instance do you want to opt for a lower risk mid vers low mix up you can run in and go for back four which is only minus 12 on block or you could run in and go for forward 1 plus 2 or do you want to go for more of a go big or go home kind of mixup as I mentioned you can come in off the heat engager and go for demoan or you can just go for your heat death fist lastly you can also use these offensive openings from this back one two knockdown for instance or from a heat engager to establish Paul's throw game he has a very strong grapple game so some of these strong throws include up forward 1 plus two 2 plus 4 and then immediately hold back and also back 1pl 4 the foot launch so now on the other end of the spectrum the question is how do you defend with this character does Paul have good tools for defending does he have good Panic buttons so the first thing we really want to keep in mind when it comes to panic buttons Panic buttons are for capitalizing on your best defensive reads as a player they are not a substitute in thems for having sound defense blocking and punishing s stepping and punishing scoring low parries and reading patterns should be your main focus and your first line of defense before you start getting into utilizing Panic buttons so this term panic button is a little bit of a loaded phrase but usually just what we mean by this is some kind of attack that you can utilize while you're being pressured by the opponent that may allow you to escape that pressure and they're usually quite unsafe if unsuccessful so let's talk about what some of those are if placed well they can be quite rewarding I advise getting comfortable with Paul's up forward 34 to counter players who are doing a lot of low attacks he also has the mid power Crush down back 1 plus two which does solid damage and you can get a guaranteed Dash down oneplus2 after he also has the very risky forward OnePlus 4 which allows them to rapidly ship shift to the left and Escape pressure it's not particularly rewarding however and it is a minus 14 on block so you want to be careful with that one he also has back forward one a back swing attack that he can escape pressure with um it is a high and he gets a guaranteed death fist if it is successful and lastly Paul retains his back 1 plus three and back 2 plus4 Judo reversal this can beat certain high and mid attacks when well timed just be careful it only works against normal punches and kicks it will lose badly to throws knees elbows and it is ineffective against heat smashes and other power attacks so the fun part let's talk about some bread and butter combos so there are elaborate and high execution combos that exist with Paul we're going to keep it simple our formula is going to be launcher filler tornado spin and combo Ender so let's start with a simple one our launcher is going to be down forward two our filler is going to be down forward four and then 32 our tornado spin is going to be back one two and our Ender is going to be Dash in down 4 to 1 plus 2 so let's see launch filler tornado spin Ender so we just saw that off down forward two let's also see that off of Up forward four filler tornado Ender so let's show a couple more useful ones let's do up forward 3 Four 3 two back one two dash Demo Man another important one we're going to do while standing two 32 32 backway 1 plus two dash demoan you can also do that same route off of back three 32 32 back 1 plus 2 Das demoan and let's talk about some useful counter hit combos we're going to look at counter hit quarter CLE back four quarter CLE forward one 32 back one two dash demoan also a useful one counter hit quarter Circle forward three we just go straight into demoan also want to take a look at simple combos they're not actually off launch but they just chain together as links we have counter hit side step three goes right into down one plus two we also have counter hit down forward four which chains right into back one two and also chains right into forward two and lastly a great one to know is quarter Circle forward 3 plus 4 into quarter Circle forward 2 now let's just take a look at a high damage combo that uses heat to squeeze out some extra damage for wall combos Paul's most basic and flexible wall combo is going to be 32 Back wayway 2 looks like that if you get a wall Splat and you have not used your tornado spin yet I recommend using downback two for the tornado Spin and if you're looking for something high damage and high execution it is possible possible for the wall combo to do three two back sway tap up and then quarter Circle forward two it looks something like this just keep in mind when it comes to that loow hitting unscaled death fist Ender that we just saw there are variations that exist that allow you to hit that on all the characters in the cast but as far as this particular one with the 32 back sway death fist should really only be done against medium and large size characters so some thoughts what is Paul good at Paul is good at punishing opponent mistakes and channeling that into momentum that forces strong 50/50s the opponent having to confront heat death fist is a scary situation no matter what so getting good at placing that and then optimizing combo damage is essential Paul is great at whiff punishing block punishing fishing for counter hits testing the opponent's throw defense and doing huge damage as far as what Paul is bad at his Panic buttons are limited and the ones he has available are generally quite risky uh his lows are still either slow to start up or quite punishable though his back four is slightly improved in Tekken 8 while his 50/50s are terrifying and his damage potential is huge he generally requires very good defensive instincts to get started and find his initial openings overall Paul appears to be very strong in Tekken 8 I think he appears improved over his Tekken 7 season 4 version his Buffs appear to outnumber his Nerfs in my opinion how he will Stack Up relative to the rest of the cast that remains to be seen But at the moment he seems like a very strong choice for learning the game and starting the climb to the top good luck and just so you know you can check out all the things shown in this video in the text version via the link in the description that's all for me once again I am FaZe Joey Fury thanks so much for joining me if you like this video please leave a like or a comment below with your thoughts thanks for watching
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Channel: DashFight
Views: 42,302
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Keywords: paul tekken 8 combo, paul tekken 8 guide, paul tekken 8 movelist, paul tekken 8 gameplay, paul tekken 8 combo guide, paul tekken 8 rage art, tekken 8 paul combo, tekken 8 paul movie list, tekken 8 paul guide, tekken 8 paul combo guide, tekken 8 paul gameplay, joey fury paul tekken 8, joey fury paul guide, tekken 8 gameplay, dashfight
Id: CChX2GMUPfc
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Length: 17min 57sec (1077 seconds)
Published: Mon Feb 05 2024
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