Paul is my main in T8 since Heihachi has been gone. Went with Paul because like Heihachi, his animations are satisfying and his moves look like they hurt
Very relatable, I feel the same way. Can't play him too much against my sparring partner though.. He gets really mad after the fifth deathfist he eats for whiffing xD my dirty laughter doesn't help at all 😂
Paul was my first character in Tekken 1 and every tekken I've played since. I absolutely loved T7 Paul's technical ceiling and T8 Paul is a blast too. Thanks for the Justice recommendation. Another great Paul specialist on youtube is OnePunchManTekken, great Paul-specific information, matches, and tech. This video is excellent, thank you for all your hard work with this and the character guides.
That is what I love about Raven in T8. His combo versatility and different possible routes make him so fun. Like even every Raven Pro I watch uses a complete different combo from each other.
A few more things: Adapting your combo structure so you can use Demoman as wall carry for max damage, Then he has his max damage wall combos locked behind execution (3,2 or ws 1,2 > b > ss > deathfist) and B 2 1 charge mixups at the wall for some extra spice
Paul Specialist here been playing Paul since Tekken 2 and One of the things I like about Tekken 8 Paul are the various amounts of combo routes and optimization that can be done. Even as a veteran player I’m always learning something new and applying it when I play in ranked matches. Great video btw
I highly suggest the combo with the 2 jab after d/f 4 then bounding with a 3,2 sway into deep dive 2,1. Ending with a running 2 grants you 70 damage and a 10 combo in total. You can also use ff 2:1 as an ender to get better wall travel. It may take a little execution, but it is a great staple for maximum damage and wall travel potential.
For me, the character that has the best combo structure is Shaheen. Its all undiscovered and he has a bit of execution with ws3 and timings (all though not that hard) I like using obscure moves to come up with new wall combos, wall carry and to get creative, and Shaheen is perfect for that, people say hes boring but I think hes a really well designed character with a lot of complexity. His combos also feel rewarding, you can get okay damage if you are good att optimizing combos but if you arent then your damage will be low. His moves also do exactly what you want them to, hes just a satisfactory character.
Dude. Have you seen Bryan’s combo routes? The bnb’s are simple and they’re still strong. But the “optimal” routes on the various launches are hard but in a fun way. You can get funky with the routes without sacrificing much damage. And adjusting depending on the situation is really fun as well
I think Paul has a really fun and versatile combo structure made out of 4 moves. I love Reina because you can optimize damage at shorter ranges to wall in many different ways. Paul has an optimal DF4 QCB3,2,1 when range dosent let you get full elbow loops. Similar to king I find Paul’s neutral to be the fulfillment rather than the combo game.
I've been maining Paul for 6 years, and I've got the sway cancel into Death Fist down consistently. I can pull off three consecutive QCFs 100% of the time, and four of them with about 70% accuracy. combo potential for pual is boundless.
I have a feeling that recording devices delay the input response very slightly. When I record combos, it's like I mess up way too often while I land them very consistently when I'm not recording.
@@Donrickytheonlyone hell yeah. I barely used his cheap stuff before the nerfs. I was fascinated by his stances and the mixups that can happen from that. My trigger on that gun move of his is fast. I shoot people so fast putting me in IAI stance or canceling it.
I think nothing about Pauls combos is outstanding or especially fun. Starting with the launchers. They are themselves unreliable, most of the them when used off axis (1st hit of shredder hitting 2nd whiffing?!). They are super boring, because they basically force you to do the same fundamental combo (No more backturn launch for his horrible WS2, no more just frame pickups after CH qcf3 or qcf3+4) while some disallow the new commodore step tornado route for no visible reason. The damage is super lackluster. That last combo seems impressive until you pick some of the other characters. Many characters either outdamage Paul, outcarry Paul, outoki Paul, use unscaled enders to screw with the system or all of the above. Lastly you stand to gain almost nothing from optimization. Gone are the days of multiple qcf1s, qcf3+4 as a filler, just frame pickups or CH into strictly timed Deathfists. Even the new commodore step tornado bound is almost completely useless because you can still simple use the 2 jab into dash 32b1+2 filler for identical carry, damage and possible followups. The only interesting factor for Pauls combos are basically unintended broken routes. The now unfortunately fixed fff2 that gave 100% on the hit grab if used as a second hit on specific launchers enabled optimization on floorgimmick stages or at least an alternativ to think about without floor gimmicks. Now only one interesting thing remains, which is launch > filler > tornado > filler > heat burst > Deathfist heat dash > ff344. That gives insane carry but has no flexibility. You can either connect to a wall and hit a tight run up wall combo or you just wasted all of your heat for no reason. I played Paul for many years now and always will continue to do so, but one thing became all the more clear to me in the recent years. The old fellow can't really hang with the new kids anymore. 😢
Paul is my main in T8 since Heihachi has been gone. Went with Paul because like Heihachi, his animations are satisfying and his moves look like they hurt
Very relatable, I feel the same way. Can't play him too much against my sparring partner though.. He gets really mad after the fifth deathfist he eats for whiffing xD my dirty laughter doesn't help at all 😂
@@N8Verzehr93 death fist whiff punish feels so damn good lol
Man, Heihachi was my main too 🥲and Paul is my new main in T8
@@moochovskii Dude I can’t wait for the old man to be back
@@anjrooo1 yeah I'm looking forward to it too 👴
I hope they don't turn him into OP dlc tier
Paul looks just Arthur Morgan with this gunslinger outfit
More like Lifthur Morgym
Paul was my first character in Tekken 1 and every tekken I've played since. I absolutely loved T7 Paul's technical ceiling and T8 Paul is a blast too. Thanks for the Justice recommendation. Another great Paul specialist on youtube is OnePunchManTekken, great Paul-specific information, matches, and tech. This video is excellent, thank you for all your hard work with this and the character guides.
The paul fit is immaculate
Looks like someone who should have some *goddang faith in the plan*
That is what I love about Raven in T8. His combo versatility and different possible routes make him so fun. Like even every Raven Pro I watch uses a complete different combo from each other.
i thought you were going to say 4 qcf1s in a row was fun lmao
A few more things: Adapting your combo structure so you can use Demoman as wall carry for max damage, Then he has his max damage wall combos locked behind execution (3,2 or ws 1,2 > b > ss > deathfist) and B 2 1 charge mixups at the wall for some extra spice
Paul is force to be reckoned with in this game. I like him in this game, then again I’ve liked Paul since Tekken 3.
Paul Specialist here been playing Paul since Tekken 2 and One of the things I like about Tekken 8 Paul are the various amounts of combo routes and optimization that can be done. Even as a veteran player I’m always learning something new and applying it when I play in ranked matches. Great video btw
I highly suggest the combo with the 2 jab after d/f 4 then bounding with a 3,2 sway into deep dive 2,1. Ending with a running 2 grants you 70 damage and a 10 combo in total. You can also use ff 2:1 as an ender to get better wall travel. It may take a little execution, but it is a great staple for maximum damage and wall travel potential.
Been playing paul since tekken 7 when i was new, made it to purple ranks with him now. Tekken 8 did great things to this character.
For me, the character that has the best combo structure is Shaheen. Its all undiscovered and he has a bit of execution with ws3 and timings (all though not that hard)
I like using obscure moves to come up with new wall combos, wall carry and to get creative, and Shaheen is perfect for that, people say hes boring but I think hes a really well designed character with a lot of complexity.
His combos also feel rewarding, you can get okay damage if you are good att optimizing combos but if you arent then your damage will be low. His moves also do exactly what you want them to, hes just a satisfactory character.
Dude. Have you seen Bryan’s combo routes?
The bnb’s are simple and they’re still strong. But the “optimal” routes on the various launches are hard but in a fun way. You can get funky with the routes without sacrificing much damage. And adjusting depending on the situation is really fun as well
I think Paul has a really fun and versatile combo structure made out of 4 moves. I love Reina because you can optimize damage at shorter ranges to wall in many different ways. Paul has an optimal DF4 QCB3,2,1 when range dosent let you get full elbow loops. Similar to king I find Paul’s neutral to be the fulfillment rather than the combo game.
but that's almost every character in Tekken^^
I've been maining Paul for 6 years, and I've got the sway cancel into Death Fist down consistently. I can pull off three consecutive QCFs 100% of the time, and four of them with about 70% accuracy. combo potential for pual is boundless.
I have a feeling that recording devices delay the input response very slightly. When I record combos, it's like I mess up way too often while I land them very consistently when I'm not recording.
Kazuya mains after connecting one EWGF after another into another into another EWGF into another ........🗿🗿
chad shit
hahaha, you’re so funny! have you decided to start a tekken slander channel? 😂😂😂😂
Been looking to learn more characters because u feel like im hitting a plateau at bushin. But this video just convinced me to try Paul 👍🏻
Awesome! He's really fun
Victor main, but Paul is freaking cool and so underrated.
Other Victor mains exist?!
@@Donrickytheonlyone hell yeah. I barely used his cheap stuff before the nerfs. I was fascinated by his stances and the mixups that can happen from that. My trigger on that gun move of his is fast. I shoot people so fast putting me in IAI stance or canceling it.
You can do WR3 instead of neutral 2 in combo then whole damage would be 75 🥳
nah fam personally bryan's combo structure is the most fun have you SEEN his combos WOW!
Wow thank you ❤❤
I think nothing about Pauls combos is outstanding or especially fun.
Starting with the launchers. They are themselves unreliable, most of the them when used off axis (1st hit of shredder hitting 2nd whiffing?!).
They are super boring, because they basically force you to do the same fundamental combo (No more backturn launch for his horrible WS2, no more just frame pickups after CH qcf3 or qcf3+4) while some disallow the new commodore step tornado route for no visible reason.
The damage is super lackluster. That last combo seems impressive until you pick some of the other characters. Many characters either outdamage Paul, outcarry Paul, outoki Paul, use unscaled enders to screw with the system or all of the above.
Lastly you stand to gain almost nothing from optimization. Gone are the days of multiple qcf1s, qcf3+4 as a filler, just frame pickups or CH into strictly timed Deathfists. Even the new commodore step tornado bound is almost completely useless because you can still simple use the 2 jab into dash 32b1+2 filler for identical carry, damage and possible followups.
The only interesting factor for Pauls combos are basically unintended broken routes. The now unfortunately fixed fff2 that gave 100% on the hit grab if used as a second hit on specific launchers enabled optimization on floorgimmick stages or at least an alternativ to think about without floor gimmicks. Now only one interesting thing remains, which is launch > filler > tornado > filler > heat burst > Deathfist heat dash > ff344. That gives insane carry but has no flexibility. You can either connect to a wall and hit a tight run up wall combo or you just wasted all of your heat for no reason.
I played Paul for many years now and always will continue to do so, but one thing became all the more clear to me in the recent years. The old fellow can't really hang with the new kids anymore. 😢
I wanted to play Paul but I can't hit his just frames moves so I kinda gave up on him. So I went to play Lee instead.
🤔 that's really funny if true
You set yourself up, lol
I'd love an Leo or Raven analysis
I want Joey Fury to main him again.
Do you play with your subs?
he is fun to watch
you discribed how everyone works
nice intricate reasoning, now hold this deathfist
Very well said bro, Paul is awesome! Osu!
um br fazendo conteúdo daora de Tekken? ganhou um inscrito
how does one do a micro dash
You do a dash, but you cancel that dash animation earlier by doing an attack
Paul is dumb. Especialy his risk free evasive df2
Cry Harder
dont worry, he'll win for you!
Because he's strongest in the universe
@@topfiverappers8122 Thats what I told to your mom last night
@@crazy911wman Cringe and even worse, not funny
Ff2 to 8 ewgf is much more fun