Very important: if Paul tries to go for the explosive 50/50 at the wall with his deathfist, the move loses most of his pushback and you can usually launch him with most characters
yes but also if he is at a certain distance and u are pushed back from blocked deathfist, so that ur back collides with wall ...at that very moment u can punish deathfist
A few things I would add, at the beginner/early level you'll see Paul use a lot of strings. While safe, a lot of these strings are Mid/High. Recognizing them and ducking will force Paul to stop finishing the strings. Still safe sure but Paul's turn has effectively ended, which leads to my next point. Paul can snowball people but he is a slow ass character with little "block" advantage. Very few of Paul's moves leave him an advantageous situation that can be abused (RIP +3 on block qcb4), he is often times left at -7~9. Still safe sure, but it is now your turn. Use that opportunity to do whatever you please, apply your own mixup, backdash to create space, sidestep to setup something if you have a good read. Paul struggles to create opportunities on his own where he can abuse good + frames. He will often rely on the opponent making mistakes or being buttons heavy. Paul is a character with a bunch of panic moves, don't approach unless you have to. Turtling up and forcing the Paul to approach will open a lot more options for you. Lastly, Paul has a lot of hype moves with bullshit properties. But these moves can have range issues and are also death on whiff. Use movement to create space and if the Paul is button mashing or spamming moves you can easily punish him.
EternalSilverDragon Lol practically everything it feels like. Shredder Kicks, d1+2, df2, Hopkick, f1+4 (freshly buffed in S2 for whatever reason), Sway can sometimes be highly evasive and its follow ups are devastating on CH, qcf1, b1+2, bf1, b1,2, DemoMan, df2 (mentioning this again because it catches sooooo many people lmao), his command throws are pretty strong at early/intermediate levels, Basically Paul has a plethora of tools with strong properties that range from speed to evasion that can severely punish an opponent trying to go unga bunga on Paul without being at a safe distance. Even a lot of strings if you’re not aware of them can catch people button mashing, and they’ll typically CH Launch.
Thanks @@saadhasan2518 and Rafeed Khan. I just don't think I would have considered most of those to be panic moves, especially not compared to some of the better panic moves belonging to other characters in the game. The moves you both listed can be very strong but most of them have drawbacks too, making it so the Paul player can't just throw them out without thinking (in a panic). I think d/f+2 is really good, being fast, safe and having some evasiveness. ff+4 crushes lows and it's safe, so it can be especially good if the opponent is trying to finish off Paul with a low, but it's very slow, telegraphed and quite linear, so not great overall. f+1+4 is very evasive and only -14f if it's blocked, so it can be really useful. So Paul players might get away with those moves quite often. But I just don't think the other moves listed are generally good enough most of the time when used in a panic.
I didn´t know that command throws were short ranged and normal ones were long ranged, it makes so much sense now :) I could study this game for years and still find new things thats how deep the game is!!
then you need to study harder my friend. You literally go to practice mode and it shows 1+3 to do a normal grab, the next move shown is F1+3...same grab...just moving forward...wich you can't do with command throws
I think the 1+2 throws have the shortest range unless the command includes FF input. Followed by 1 and 2 commands which have medium range often as long as 12f generic throws. Some characters can buffer a F input before the command throws to increase its range. 15f generic throws include a F input so have longest range. I am a Marduk main just so you are clear where I am coming from.
As a recent (since t7 release) Tekken dabbler that plays Paul, I'm actually quite happy about this vid. It is very helpfull to see what not to do and what are acutally openings in your strings. I haven't found a Paul video that goes as in depth as your mishima vids, so this has been a blast. Thx for making your vids man, and stay positive! You're dope.
Thank you so much! These get me so hyped! When you're finished you'll have made the Tekken community that much stronger as we try to catch up to all y'all amazing veterans. Fuck yeah.
For his tackle, you can actually do a punch reversal, which will catch his left hand. You can also press 1+2 I think, as he is grabbing you, to wrestle him down and mount him yourself.
I play Paul, I like the video and most things seem good. But he is describing the aggressive Paul Player, that follow online guides. but if you are and aggressive player it is safe to say you might want to listen to his guide... I think he didn't give up all the goods but I feel he should have covered sway...
If you block deathfist from point blank characters can launch punish it which includes:- Lars fb+21(a good 14 frame launcher) Mishimas have the electric Jin also has the electric Armor King cd2 (dark upper) Dragunov f1+2 (high launcher which can punish deathfist from max range
Forgot to mention the duckable strings. Lots of easy to see moves such as, ws 3 2 and standing 3 2, qcb 321, b 1 2 ect. Very effective if the Paul player is good at keeping up the pressure.
If you search for yoshimitsu complete breakdown there is a 2 hour long video. Doesn't get much more comprehensive than that, and if you don't feel like watching it all go to the counter timestamp
Then season.3 happened he was a monster in the wall game then now he's the god tier in the wall splat and wall damage. 90% of players I've fought that blocked the deathfist never countered tbh they tired but I was able to block. d,b 2 is the real deathfist of Paul strong push back very safe if your fast enough to run towards an enemy d2, wall splat use df2 deathfistx2
4:28 "He doesn't get good frames on qcf+3" drags d+2 was 0 on hit and left both the players in the exact same position yet it was one of the best lows, this low is the exact same on hit but both players are left standing and are at 0 with slight spacing, knee uses this low a lot because it's essentially a season 1 dragunov d+2 that on ch does 60 dmg. Also, it's -14 so it's only risky in specific matchups.
@@Pivotmaker252 it high crushes and if you dash into it, it will track 360, it's a hard move to step if used properly. Try doing 1,2 in the lab and watch qcf3 go under the jabs
Autoswitched i didnt say it didnt track and high crush. I said it didn't track and crush the same. Also you can't buffer qcf. You should also be aware that comparing moves usually doesn't mean anything. Dvj db2 is +3 iirc but it was never regarded op since dvj has no wr2. The rest of the characters moves matter.
TMM, if you're gonna do a video that teaches a lot of punishes, maybe it'd be a good idea if your head isn't where the PUNISH indicator is supposed to be. :D
this works like a charm, I stepped away from paul, he got confused and started punching the air, as soon as he punched I had about 200 frames to punish him with it was great, he got really confused he was multiple ranks ahead of me and had over double my wins right now I could really use a king counter though or a wrestler counter in general, I'm so bad at countering throws
ultimate punishment tackle- tackle attempt 2 break. half way down 1+2 switch over but do not punch paul unless your yoshimistu. because of his tackle punch counter. 1 break ultimate punishment. for the arm bar its 1+2 2 2 2 1+2 2 2 2 to reverse break it. for vs king or nina ect leg tackle reverse its 1+2 1 1 1 1+2 1 1 1. vs craig murduk tackle attempt its 1+2 break. dragonuv also has a tackle punch counter. kazuya tackle is a 2 break on attempt. asukas special ki charge tackle is a 2 break on attempt. think ive covered all tackle system here.
Also the punch counter that Paul and Dragunov have only works against right punches, so left punches are safe. Negan and Yoshimitsu behave the same in a tackle.
You forget Paul's best move f1+4 its his shoulder with a quick side step inbuilt which dodges and punishes basically all non tracking moves to apparently a free death fist if your fast enough
maybe you should also say about counterpick characters for these counter-character guides? e.g. some characters can punish some moves more effectively than others and such and such
Another thing to add is that savvy Paul players (or players who don't main Paul but can play him very competently) prefer to use QCR Back + 2 over Deathfist due to it being a safer option. Especially a definitive mid-option at the wall vs Shoulder and Demoman as it leaves less room for the receiving player to make the most of it on block, or they'll eat it if they're expecting a high or low. Players like Knee would use this move as a keep away move, and the DF + 1 mixups can lead into hurting combos or some extra pain. One factor that I'd say is that Paul's launchers are mixed blessings. QCR + 1 and DF + 2 are great launchers but ducking pretty much makes it useless. Paul's DF + 2 is among the faster ones and great high crush but the fact that it can't launch mid can be a relief to the player who takes it whilst crouching. Solid breakdown nonetheless.
qcf 3 is his best move. make sure to stay on guard when pauls does this move. it's a low poke used to close space. when he does this he's measuring you out for his haymaker moves. make sure to punish this low poke
While I am a Paul main, and feel shame for betraying the Church of Phoenix, I feel compelled to add more. Flash Elbow - f, f, 2 (15f) or fc, df+2 (14f) - deceptively good range, relatively quick, mid/low options can be canceled by holding back On hit: -7, guaranteed high/mid option, low option can be blocked/parried On block: -17 Counter: if you can block the initial elbow, you've put Paul in a 50/50 mixup. Either he gets away with it, or he's punished. Throw out a quick low/duck jab or your best WS launcher until he stops using this move. Bonus tip: if you try to dash in to close the gap, and you're just outside of Paul's kick range, expect to eat a df2. It's an uppercut mid (launches on CH low, launches standing) that will almost always guarantee 1/3 of your life to disappear.
I have created a category of videos with some of my matches against paul called "Paul is short" a lot of moves shown in this video can be JUMPED OVER (including death fist), we can jump over his rage drive too...
these tips are interesting...mostly because I don't play paul like this at all lol. maybe the demo mans but I only use deathfist if you whiff something or if you roll at me on wake up. I'm more of a sway based Paul
One of tge best characters in the game. Been a tekken legend since its first inception, and there lies his weakness anyone who's played tekken has played paul. Can you do this for leo and anna?
I like to use f1+4 mixup especially against Mishimas cause auto left ss and after knockdown i can just do massive dmg with deathfist also fast frame recover
it has a lot of active frames yes, but you are probably doing something wrong. It can be your timming or probably side stepping it, you don't sidestep FF4, you sidewalk it...just like TMM said
It's a very powerful, unseeable low, on which his mix-up game is based, but he does need to get in close first. Paul's gameplan is usually based around getting in close enough (often by pushing his opponent to the wall) to make this low a threat. (It is also a good combo ender.)
Hat off to Paul he is ass kicker. This video is for beginner pros uses deadfist for mostly and doing unsafe hfc df 2 . Don't backdash Paul if you don't know how to backdash properly because you can venerable to deadfist and ff4 I think. It's good for beginners to learn backdash properly first.
As far as I know only dragunov and Paul can do that, I think the command was 4 1 1+2 after getting tackled, but only with the first left punch I think, I don't remember exactly
Jabs with Df2 mixups Jabs with ub 2 mixups wave dash with demoman , death fist mixups He got easily executable, safe high damaging moves/launchers. make a video to counter his mixups.
hey man can any one help me i cant launch tekken 7 on steam. I just bought it and when i click on play it shows preparing to launch tekken 7 and then nothing happens.
1+2 to break the tackle on impact since it counts as a throw. If you miss and he mounts mash 1+2 to block the punches. He can do an armbar from punches but he needs to punch before the game lets him armbar. You can't punch your way out of the mounted position, you can only parry out. I don't think he has armor during the tackle so you could dickjab him out, but that's not a risk worth taking since if you miss you're getting mounted. Just break the tackle on impact or mash your way out of the mount.
Only dumm ass would go all way with demo thats -2 if it was blocked lead to grab witch i could counter or it would lead to a 6 hit pop up combo to possible death combo
So the general rules to looking for is: 1- 50/50's effectiveness 2- best range of the best moves 3- throw game 4- space control 5- move properties 6- linearity of the best moves. Am I right???
Paul also has some kind of mid punch into low uppercut mix up that launches, which gets me every time, does anyone know what that is and how to deal with it?
df1 back sway cancel df2. it looks like he is retreating after the df1, so most players come foward to get the advantage. only way i deal with its, dont advance after the df1
Very important: if Paul tries to go for the explosive 50/50 at the wall with his deathfist, the move loses most of his pushback and you can usually launch him with most characters
with all characters, every generic df2 and hopkick will start working at wall when the pushback is gone.
If you blpck the low it is launch punishable so go for it
Saad Hasan but if you get hit by 1 deathfist you die
yes but also if he is at a certain distance and u are pushed back from blocked deathfist, so that ur back collides with wall ...at that very moment u can punish deathfist
A few things I would add, at the beginner/early level you'll see Paul use a lot of strings. While safe, a lot of these strings are Mid/High. Recognizing them and ducking will force Paul to stop finishing the strings. Still safe sure but Paul's turn has effectively ended, which leads to my next point.
Paul can snowball people but he is a slow ass character with little "block" advantage. Very few of Paul's moves leave him an advantageous situation that can be abused (RIP +3 on block qcb4), he is often times left at -7~9. Still safe sure, but it is now your turn. Use that opportunity to do whatever you please, apply your own mixup, backdash to create space, sidestep to setup something if you have a good read.
Paul struggles to create opportunities on his own where he can abuse good + frames. He will often rely on the opponent making mistakes or being buttons heavy. Paul is a character with a bunch of panic moves, don't approach unless you have to. Turtling up and forcing the Paul to approach will open a lot more options for you.
Lastly, Paul has a lot of hype moves with bullshit properties. But these moves can have range issues and are also death on whiff. Use movement to create space and if the Paul is button mashing or spamming moves you can easily punish him.
Most of his moves are very linear
What are his panic moves you mentioned?
@@EternalSilverDragon ff4 and most of all his rage art
EternalSilverDragon Lol practically everything it feels like. Shredder Kicks, d1+2, df2, Hopkick, f1+4 (freshly buffed in S2 for whatever reason), Sway can sometimes be highly evasive and its follow ups are devastating on CH, qcf1, b1+2, bf1, b1,2, DemoMan, df2 (mentioning this again because it catches sooooo many people lmao), his command throws are pretty strong at early/intermediate levels,
Basically Paul has a plethora of tools with strong properties that range from speed to evasion that can severely punish an opponent trying to go unga bunga on Paul without being at a safe distance. Even a lot of strings if you’re not aware of them can catch people button mashing, and they’ll typically CH Launch.
Thanks @@saadhasan2518 and Rafeed Khan. I just don't think I would have considered most of those to be panic moves, especially not compared to some of the better panic moves belonging to other characters in the game.
The moves you both listed can be very strong but most of them have drawbacks too, making it so the Paul player can't just throw them out without thinking (in a panic).
I think d/f+2 is really good, being fast, safe and having some evasiveness. ff+4 crushes lows and it's safe, so it can be especially good if the opponent is trying to finish off Paul with a low, but it's very slow, telegraphed and quite linear, so not great overall. f+1+4 is very evasive and only -14f if it's blocked, so it can be really useful. So Paul players might get away with those moves quite often. But I just don't think the other moves listed are generally good enough most of the time when used in a panic.
“Unlike a hellsweep it isn’t step able” guess what got buffed
Guess what got nerfed XD
@@baradona11 no make jin busted so I can hear everyone cry for atleast a week I dont want to switch to kazuya 😂😂😂
I didn´t know that command throws were short ranged and normal ones were long ranged, it makes so much sense now :) I could study this game for years and still find new things thats how deep the game is!!
then you need to study harder my friend. You literally go to practice mode and it shows 1+3 to do a normal grab, the next move shown is F1+3...same grab...just moving forward...wich you can't do with command throws
I think the 1+2 throws have the shortest range unless the command includes FF input. Followed by 1 and 2 commands which have medium range often as long as 12f generic throws. Some characters can buffer a F input before the command throws to increase its range. 15f generic throws include a F input so have longest range. I am a Marduk main just so you are clear where I am coming from.
So, you finally understood the power of deathfist?
YES!!!!
100 szv, ff, f🤔🤣👌👍😇🕝👯♂️👠
As a recent (since t7 release) Tekken dabbler that plays Paul, I'm actually quite happy about this vid. It is very helpfull to see what not to do and what are acutally openings in your strings. I haven't found a Paul video that goes as in depth as your mishima vids, so this has been a blast. Thx for making your vids man, and stay positive! You're dope.
Thank you so much! These get me so hyped! When you're finished you'll have made the Tekken community that much stronger as we try to catch up to all y'all amazing veterans. Fuck yeah.
For his tackle, you can actually do a punch reversal, which will catch his left hand.
You can also press 1+2 I think, as he is grabbing you, to wrestle him down and mount him yourself.
This is already well known
Paul main here. Don’t listen to this con man! He has no idea what he’s talking about.
You forgot the *no*
Rockin' Roland good looks lmfao
TheConmanSWE
TMM : paul is not dangerous at range 2, can SS it
He can eat my b1,2 or d/b 2
I play Paul, I like the video and most things seem good. But he is describing the aggressive Paul Player, that follow online guides. but if you are and aggressive player it is safe to say you might want to listen to his guide... I think he didn't give up all the goods but I feel he should have covered sway...
If you block deathfist from point blank characters can launch punish it which includes:-
Lars fb+21(a good 14 frame launcher)
Mishimas have the electric
Jin also has the electric
Armor King cd2 (dark upper)
Dragunov f1+2 (high launcher which can punish deathfist from max range
Chloe has Cry and hope it doesn't connect
Yoshi should also be able to cd1 him
@@UnCh4rT3D yoshi destroys Paul actually
@@wk6001 true. U actually showed me that u can flash most of his mix ups :D
@@UnCh4rT3D woah I don't remember but m glad it worked for u
I can simplify
Get hit by deathfist - lose
Don't get hit by deathfist - win
When Paul highcrushes wifs go through his hair
At first glance I though this said Paul high crushes his wife through his hair.
Was gonna say WTF? Lol.
I’m surprised you didn’t talk about his sway mixups even out of df+1.
Thing is his df1 mixups can be interrupted as he is exposer due to the sway
His DF+1 mix-ups can be punished but the timing is tight.... If you whiff it you are gonna eat a guaranteed knockdown.
Forgot to mention the duckable strings. Lots of easy to see moves such as, ws 3 2 and standing 3 2, qcb 321, b 1 2 ect. Very effective if the Paul player is good at keeping up the pressure.
Paul's the only character in the game to have a 1+2 and 1 break throw that both wallsplat. It hurts.
What's his 2 break throw?
Ordell ff1+2
@@IvanOrdell 2+4b is his 2 break throw.
And his 1 break throw?
@@IvanOrdell b1+4 and df1+3 (90% sure on this one)
would love to see some updated character guides, you are great at explaining!
Mainman: Paul has the best throws in the game.
Nina: Am I a joke to you?
Great video as always I wouldn’t mind a Yoshimitsu counter video as his mix ups are insane. Cheers
If you search for yoshimitsu complete breakdown there is a 2 hour long video. Doesn't get much more comprehensive than that, and if you don't feel like watching it all go to the counter timestamp
I play Paul since T5, I love his style and moves
Thank you for this video, it gives some insight on how to become a better Paul player ✌️
Then season.3 happened he was a monster in the wall game then now he's the god tier in the wall splat and wall damage.
90% of players I've fought that blocked the deathfist never countered tbh they tired but I was able to block. d,b 2 is the real deathfist of Paul strong push back very safe if your fast enough to run towards an enemy d2, wall splat use df2 deathfistx2
In low ranks paul is the monster
In higher ranks characters bully him
God bless you main man I played a near 40 win streak Paul today and the flowchart was real thank you very much for the vid
Why not just say the exact wins on the streak other than "near 40?" Also fuck Paul mains. Bryan Fury every day all day.
I don't even play Tekken anymore but I still love watching TMM
8:09
Me: *evil grin* that's right bitch, I got you now...
4:28 "He doesn't get good frames on qcf+3" drags d+2 was 0 on hit and left both the players in the exact same position yet it was one of the best lows, this low is the exact same on hit but both players are left standing and are at 0 with slight spacing, knee uses this low a lot because it's essentially a season 1 dragunov d+2 that on ch does 60 dmg. Also, it's -14 so it's only risky in specific matchups.
it doesn't high crush and track the way d+2 does.
@@Pivotmaker252 it high crushes and if you dash into it, it will track 360, it's a hard move to step if used properly. Try doing 1,2 in the lab and watch qcf3 go under the jabs
Autoswitched i didnt say it didnt track and high crush. I said it didn't track and crush the same. Also you can't buffer qcf. You should also be aware that comparing moves usually doesn't mean anything. Dvj db2 is +3 iirc but it was never regarded op since dvj has no wr2. The rest of the characters moves matter.
TMM, if you're gonna do a video that teaches a lot of punishes, maybe it'd be a good idea if your head isn't where the PUNISH indicator is supposed to be. :D
why?
Can you do "how to counter jack 7" i having a trouble with dealing with him
Abuse wr 2
Popularity of Paul , deserves a movie `` Mr. Phoenix. ''
this works like a charm, I stepped away from paul, he got confused and started punching the air, as soon as he punched I had about 200 frames to punish him with
it was great, he got really confused
he was multiple ranks ahead of me and had over double my wins
right now I could really use a king counter though
or a wrestler counter in general, I'm so bad at countering throws
Dude same 😂
great video , just as a side note to AK players the optimal punish i17 is b3 dash f1+4. Keep up the good work lads
ultimate punishment tackle- tackle attempt 2 break. half way down 1+2 switch over but do not punch paul unless your yoshimistu. because of his tackle punch counter. 1 break ultimate punishment. for the arm bar its 1+2 2 2 2 1+2 2 2 2 to reverse break it. for vs king or nina ect leg tackle reverse its 1+2 1 1 1 1+2 1 1 1. vs craig murduk tackle attempt its 1+2 break. dragonuv also has a tackle punch counter. kazuya tackle is a 2 break on attempt. asukas special ki charge tackle is a 2 break on attempt. think ive covered all tackle system here.
Also the punch counter that Paul and Dragunov have only works against right punches, so left punches are safe.
Negan and Yoshimitsu behave the same in a tackle.
Paul Phoenix, the hworang crusher
This video taught me how to play paul so much better than the how to play paul videos
I wondered what a "fro" was. Took me a while.
You forget Paul's best move f1+4
its his shoulder with a quick side step inbuilt which dodges and punishes basically all non tracking moves to apparently a free death fist if your fast enough
Countering paul be like
.
Block every death fist
maybe you should also say about counterpick characters for these counter-character guides? e.g. some characters can punish some moves more effectively than others and such and such
TROLLING DEATH FIST AND PLUS FLAMES PUNISHMENT....KNEE AND JOEY HAVE MASTERED THE TROLL STATUS LOL
Another thing to add is that savvy Paul players (or players who don't main Paul but can play him very competently) prefer to use QCR Back + 2 over Deathfist due to it being a safer option. Especially a definitive mid-option at the wall vs Shoulder and Demoman as it leaves less room for the receiving player to make the most of it on block, or they'll eat it if they're expecting a high or low. Players like Knee would use this move as a keep away move, and the DF + 1 mixups can lead into hurting combos or some extra pain.
One factor that I'd say is that Paul's launchers are mixed blessings. QCR + 1 and DF + 2 are great launchers but ducking pretty much makes it useless. Paul's DF + 2 is among the faster ones and great high crush but the fact that it can't launch mid can be a relief to the player who takes it whilst crouching.
Solid breakdown nonetheless.
This is great. You've shared your opinions on Nina:) it would be great if there was a how to counter nina vid.
12:58 How fast is Feng's Shoulder? I thought his looked faster.
Feng's shoulder is 13 frames.
i hella enjoyed this series
I HOPE YOU ARE ALSO DOING AWESOME AS ALWAYS MAINMANSWE!!! 🥊💀❤️
Im loving these vids, please do a how to counter Alisa and Kasumi video
qcf 3 is his best move. make sure to stay on guard when pauls does this move. it's a low poke used to close space. when he does this he's measuring you out for his haymaker moves. make sure to punish this low poke
While I am a Paul main, and feel shame for betraying the Church of Phoenix, I feel compelled to add more.
Flash Elbow - f, f, 2 (15f) or fc, df+2 (14f) - deceptively good range, relatively quick, mid/low options can be canceled by holding back
On hit: -7, guaranteed high/mid option, low option can be blocked/parried
On block: -17
Counter: if you can block the initial elbow, you've put Paul in a 50/50 mixup. Either he gets away with it, or he's punished. Throw out a quick low/duck jab or your best WS launcher until he stops using this move.
Bonus tip: if you try to dash in to close the gap, and you're just outside of Paul's kick range, expect to eat a df2. It's an uppercut mid (launches on CH low, launches standing) that will almost always guarantee 1/3 of your life to disappear.
Please make more how to counter videos
Thanks MM I really learned some new facts about this paul
06:47 IT JUST WORKS!
I think you can duck his power crush
Please do How To Counter Feng. I still lose against this character every time
I have created a category of videos with some of my matches against paul called "Paul is short" a lot of moves shown in this video can be JUMPED OVER (including death fist), we can jump over his rage drive too...
With rage paul does half-life of a throw
React to masoods new video
My dad and I played Tekken 5 and he uses Paul to keep spam that DF (Down Forward) 1+2 grab so I use Heihachi to counter that grab (DF 1+2)
Thats it for Joey Fury's Paul.
these tips are interesting...mostly because I don't play paul like this at all lol. maybe the demo mans but I only use deathfist if you whiff something or if you roll at me on wake up. I'm more of a sway based Paul
One of tge best characters in the game. Been a tekken legend since its first inception, and there lies his weakness anyone who's played tekken has played paul. Can you do this for leo and anna?
Thanks for this! (actually, thanks for all these videos!) Would you do one on Josie?
Keep this up MMS!!
Thanks man really helpfull
I like to use f1+4 mixup especially against Mishimas cause auto left ss and after knockdown i can just do massive dmg with deathfist also fast frame recover
Maybe an how to counter ling xiaoyu guide?
His power crush is a high, 0 on block
7:48 ff4 is not sidestepable.i always get punished at this range with ff4.
it has a lot of active frames yes, but you are probably doing something wrong. It can be your timming or probably side stepping it, you don't sidestep FF4, you sidewalk it...just like TMM said
I do 5000 attacks against Paul with Lee online, Paul does 1 demo man at the wall and I'm dead 😂
Press F for Lee mains 😭
Where was this video yesterday when I lost to a Paul at CEO
Do a list with all the counter vídeos please
I've never seen anyone use demo man in neutral. It's usually just a combo ender from what I've seen.
It's a very powerful, unseeable low, on which his mix-up game is based, but he does need to get in close first. Paul's gameplan is usually based around getting in close enough (often by pushing his opponent to the wall) to make this low a threat. (It is also a good combo ender.)
Thank you
What if you play a character but don't know the match up?
armor king can punish hopkicks with his shoulder, optimal punish guys
U mean ppl with shoulders
Also bryan 1 4 punishes everything
Hat off to Paul he is ass kicker. This video is for beginner pros uses deadfist for mostly and doing unsafe hfc df 2 . Don't backdash Paul if you don't know how to backdash properly because you can venerable to deadfist and ff4 I think. It's good for beginners to learn backdash properly first.
But honestly how do you beat demo man death fist mixup
You don't 😂
@@vergil9187 looool sounds fair 😬
Do a counter video on Akuma
How to counter Paul , lol you don’t you just watch your health bar reduce every second
I've seen reversing an armbreak with an armbreak, how do you do that?
As far as I know only dragunov and Paul can do that, I think the command was 4 1 1+2 after getting tackled, but only with the first left punch I think, I don't remember exactly
I just press 1+2 and often get it
Jin can do that aswell.
😮 I didn't know
And King.
Pls tell me tmm why always paul do ff+4 and 1 jab it's always arbon me why ?
do how to cancel leo? if you know
he’s pretty solid and i play against a friend of mine who plays him a lot
I also play him he is a good character
Please make a video for negan and Akumaa
Drag next!
Jabs with Df2 mixups
Jabs with ub 2 mixups
wave dash with demoman , death fist mixups
He got easily executable, safe high damaging moves/launchers. make a video to counter his mixups.
Beat a tekken god 15 times in a row with paul pheonix and im a brawler. Triggered
I need the updated version for tekken 8
now i will kill that fuckin 2k win paul.. just the information needed by a casual weekend player.
hey man can any one help me i cant launch tekken 7 on steam. I just bought it and when i click on play it shows preparing to launch tekken 7 and then nothing happens.
You might not have enough RAM.
I bet Paul disliked this video, and his fake accounts.... 🤣😂
Thanks for the infomercial video loosing to Paul no more
how to unlock devil jin in tekken 5?
you have to become an edgelord
Can anyone tell me how to punish Paul's demoman with Jack-7??
down+1 hold 2 also used alot
Can you please do hwoarang.
No we dont need that xD
Could u please make a video about countering Anna
Come on man anna is very easy,
Nobody plays Anna.
React to masood plz
How to counter punch during tackle i did it a few times but fluke lol im not talking bout parry im talking bout counter like his B1+4
1+2 to break the tackle on impact since it counts as a throw. If you miss and he mounts mash 1+2 to block the punches. He can do an armbar from punches but he needs to punch before the game lets him armbar. You can't punch your way out of the mounted position, you can only parry out. I don't think he has armor during the tackle so you could dickjab him out, but that's not a risk worth taking since if you miss you're getting mounted. Just break the tackle on impact or mash your way out of the mount.
You cant counter paul he has to many weapons
Only dumm ass would go all way with demo thats -2 if it was blocked lead to grab witch i could counter or it would lead to a 6 hit pop up combo to possible death combo
Paul main here... dont give paul mid range.. he will clip you pretty bad.
So the general rules to looking for is:
1- 50/50's effectiveness
2- best range of the best moves
3- throw game
4- space control
5- move properties
6- linearity of the best moves.
Am I right???
Rip my rankings now
Paul Phoenix is one of the most BS character in the whole Fighting Game history.
Paul also has some kind of mid punch into low uppercut mix up that launches, which gets me every time, does anyone know what that is and how to deal with it?
df1 back sway cancel df2. it looks like he is retreating after the df1, so most players come foward to get the advantage. only way i deal with its, dont advance after the df1
@@CephlonMayngrum how do you defend against it?
@@Longlostpuss Block and don't take the sway bait.