Ironfist Insights
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Paul — character information

Every Paul move in Tekken 8: 59 rows, 6 lows, 8 throws, 8 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Paul is throw-heavy (8 throws from neutral) and built on plus frames (14% of the movelist is plus on block), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws85th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Paul: 8 throws from neutral — 5th of 41. The roster median is 4.

  • Plus on block14%6th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Paul: 14% of the movelist is plus on block — 6th of 41. The roster median is 11%.

  • Lows14.7%17th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Paul: 14.7% of the movelist is lows — 17th of 41. The roster median is 13.8%.

  • CH launchers194th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Paul: 19 moves launch on counter hit — 4th of 41. The roster median is 12.

  • Stances36th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Paul: 3 stances: CS, DPD, SWA — 6th of 41. The roster median is 2.

  • Homing314th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Paul: 3 homing strikes — 14th of 41. The roster median is 3.

  • Wall / balcony34.3%3rd of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Paul: 34.3% of the movelist carries a balcony break or wall crush — 3rd of 41. The roster median is 24.8%.

  • Floor breakers129th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Paul: 1 strike break the floor — 29th of 41. The roster median is 2.

  • Side switches48th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Paul: 4 moves switch sides on hit — 8th of 41. The roster median is 2.

  • Chip damage16.8%15th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Paul: 16.8% do chip damage on block — 15th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Paul: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids136th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Paul: 1 mid at i13 or faster — 36th of 41. The roster median is 2.

  • Parries / sabaki125th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Paul: 1 parry or sabaki — 25th of 41. The roster median is 2.

  • Launchable lows52.4%8th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Paul: 52.4% of their lows are -15 or worse — 8th of 41. The roster median is 37.5%.

  • Launchable mids/highs18.4%5th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Paul: 18.4% of their highs and mids are -15 or worse — 5th of 41. The roster median is 10.9%.

  • Turn-keeping pokes31.4%30th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Paul: 31.4% of their pokes stay plus on hit and safe on block — 30th of 41. The roster median is 35.5%.

  • Duckable highs19.6%27th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Paul: 19.6% of the movelist is highs — 27th of 41. The roster median is 21.3%.

  • Low crushes9.8%34th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Paul: 9.8% of the movelist jumps over lows — 34th of 41. The roster median is 12.8%.

  • High crushes9.1%23rd of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Paul: 9.1% of the movelist ducks under highs — 23rd of 41. The roster median is 9.7%.

  • Safe evasions30.4%39th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Paul: 30.4% of their evasive moves are still safe when blocked — 39th of 41. The roster median is 45.5%.

  • Fast plus on block1.4%32nd of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Paul: 1.4% of the movelist is plus on block at i15 or faster — 32nd of 41. The roster median is 2%.

  • Safe poke damage13.417th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Paul: their average safe poke does 13.4 damage — 17th of 41. The roster median is 13.2.

  • Follow-ups per move0.7215th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Paul: 0.72 follow-ups per standalone move — 15th of 41. The roster median is 0.61.

Shading shows where Paul sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Paul reaches it on 5 of 23.

Your back to the wall

This is where Paul wants you. Roughly 49 moves carry a balcony break or wall crush, in the top fifth of the roster — most of what they throw at a cornered opponent converts.

Their back to the wall

4 moves switch sides on hit, in the top fifth of the roster, so they have an out but not a reliable one.

Centre stage

3 homing strikes, a little above the roster middle, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

1 strike breaks the floor, below the roster middle.

Key Paul moves

Plus on block

  • H.b+2,1*Crushing Wind (Hold)situationalmid, +12 on block, needs Heat, slower in practice than its published startup
  • H.d+1,2*Phoenix Smasher (Hold)situationalmid, +12 on block, needs Heat, slower in practice than its published startup
  • d+1,2*Phoenix Smasher (Hold)mid, +9 on block, slower in practice than its published startup
  • b+2,1*Crushing Wind (Hold)mid, +8 on block, slower in practice than its published startup

Plus you cannot ignore

  • f+1+2Hammer of the Godsi20, mid, +3 on block

Fastest mids

  • d+1+2Shoulder Smashi12, mid, -18 on block

Lows, safest first

  • 1,4Reverse PDK Combofrom 1 (i10), low ending a string that opens high, -11 on block
  • b+4Leg Sweepi20, low, -12 on block, borderline — some players react to it
  • CS.1+2Gunbastancei32, low, -12 on block, slow enough to block on reaction
  • SS.3Pump In Pedalsituationali28, low, -12 on block, slower in practice than its published startup

Special lows

  • d+2i11, special low, -4 on block, too fast to see coming
  • db+1Dickjabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • db+1+2Chain Breakeri20, absorbs a hit, -14 on block
  • b+1+2Hassou Strikei24, absorbs a hit, -9 on block
  • b+1+3Attack Reversalparries, block frames unpublished
  • uf+4Rising Toe Kicki15, jumps lows, -13 on block

Launches on counter-hit

  • CS.3+4Mountain Razestancei19, counter-hit +74a (+58) T!
  • SWA.4Kawaragomastancei15, counter-hit +59a
  • df+3,4Phoenix Wingsfrom df+3 (i16), counter-hit +59a
  • 3,2~bfrom 3 (i15), counter-hit +57a

Homing

  • SWA.4Kawaragomastancei15, homing, +1 on block
  • ub+2*Wrecking Ball (charged)i27, homing, +1 on block
  • DPD.df+1Phoenix Axestancei29, homing, -1 on block, slower in practice than its published startup
  • f+4Stone Lioni22, homing, -5 on block

Parries and sabaki

  • b+1+3Attack ReversalParry

Free launches for you

  • db+4i12, -15 on block
  • uf+3i15, -16 on block
  • f,F+3,4from f,F+3 (i15), -16 on block
  • CS.2Phoenix Smasherstancei13, -17 on block
What Paul punishes you with
Paul’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,2,324—
−12 or worseb+1,231ws418
−13 or worsef+234ws3,237
−15 or worsef,F+3,427 launchesws220 launches
What you get to do about Paul’s strings

Fuzzy guard candidates

  • SWA.3,2,1high, 7f before SWA.3,2,3
  • 1,2,3,2high, 4f before 1,2,3,1
  • f,F+3,4,4high, 4f before 2 slower branches

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,3jails — you stay in blockstun
  • 1,2,3,2,1,2jails — you stay in blockstun
  • f,F+2,H.1+2jails — you stay in blockstun

Jailing is unrecorded on 94% of Paul’s string continuations, so a string missing from the last list was probably never checked.

Getting into Paul’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Paul there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

DPD — 6 moves out of it

  • f+2Phoenix Hook, Tiger Clawi13, -5 on block
  • df+1~bfrom df+1 (i14), +3 on block
  • 3,2~bfrom 3 (i15), +4 on block
  • f+1+2Hammer of the Godsi20, +3 on block
  • uf+2Moonfalli22, +5 on block
  • f+1+2*Hammer of the Gods (Hold)+7 on block
  • …and 5 more

SWA — 8 moves out of it

  • df+1i14, -2 on block
  • 3,2Piston Firefrom 3 (i15), -3 on block
  • b+3+4Swayi17, block frames unpublished
  • ws1,2Enfolding Dragonsituationalfrom ws1 (i15), -11 on block

CS — 5 moves out of it

  • f+3+4Cormorant Stepblock frames unpublished
  • cdCrouch Dashsituationalblock frames unpublished

3 of 3 stances in Paul’s movelist have a documented way in.

Throws and breaks

Paul has 8 throws that can start from neutral.

Default break: 1. It covers 4 of 8 breakable throws (50%).

What 1 does not cover, most damaging first:

  • 2+4~b Chest Crusher — breaks with 2, 40 damage
  • uf+1+2 Twist and Shout — breaks with 1+2, 40 damage
  • f,F+1+2 Push Away — breaks with 1+2, 38 damage
  • hFC.1+2 Ultimate Tackle — breaks with 1+2, 0 damage
Paul neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Over The Shoulder1 or 235—Against sidesteppingTo escape a corner
2+4Shoulder Pop1 or 235—Against sidesteppingTo escape a corner
2+4~bChest Crusher240—Against sidestepping
b+1+4Foot Launch140—To escape a corner
df+1+3Kongo Blast122——
f,F+1+2Push Away1+238—At a wallTo escape a corner
hFC.1+2Ultimate Tackle1+20——
uf+1+2Twist and Shout1+240——

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 158 moves
Level
Properties

158 moves

Search any column from its heading.

Paul frame data — 158 moves
DetailsProperties
1Left JabHigh10+1+8—5—
1,2Left Right ComboHighi10 rel-3+8—,12—
1,2,3—Midi16~17 rel-25-14—,7—
1,2,3,1—Midi29~30 rel-22-22c—,9—
1,2,3,1,2—Midi34 rel-28-2d (-11)—,30
1,2,3,1,4—Lowi19 rel-32-21—,7—
1,2,3,1,4,2—Midi21 rel-28-17—,8—
1,2,3,1,4,2,1—Highi21~22 rel-110—,5—
1,2,3,1,4,2,1,4—Midi23~24 rel-14+7—,8—
1,2,3,1,4,2,1,4,2—Lowi37~38 rel-25+20d—,10—
1,2,3,1,4,2,1,4,2,1—Lowi37~38 rel-29+21d—,17
1,2,3,2—Highi25 rel-10+1—,5—
1,2,3,2,1—Midi24~25 rel-12-1—,7—
1,2,3,2,1,2—Highi30 rel-10+1—,4—
1,2,3,2,1,2,1—Highi14 rel-10+1—,5—
1,2,3,2,1,2,1,4—Lowi23 rel-32-21—,7—
1,2,3,2,1,2,1,4,2—Midi22 rel-28-7—,8—
1,2,3,2,1,2,1,4,2,1—Midi37 rel-35-10d (-19)—,25
1,4Reverse PDK ComboLowi23 rel-11+1—,8
1+2Half-Step Phoenix SmasherMid28-10+20d (+10)—30
1+2*Half-Step Phoenix Smasher (Hold)Mid46+3+20d (+10)—35
1+2**Burning FistMid71—+20d (+10)—40
1+2+3+4Ki Charge———————
1+3Over The ShoulderThrow12~14-6+1d FUFA—35
2Right JabHigh10+0+6—8—
2,3GoodnightHighi19 rel-2+8—,14
2+3Heat BurstMid16+1+2c—12
2+4Shoulder PopThrow12~14-3+1d FUFA—35
2+4~bChest CrusherThrow12~14-2+0d—40
3Left KickMid15~16-7+4—14—
3,2Piston FireHighi23 rel-3+7+50a,17—
3,2~b———+4+14g+57a——
4Right KickHigh12-7+7+32d17—
b+1—High12~13-9+2—10—
b+1,2Double WingMidi20~21 rel-14+16d (-1) FDFA—,21
b+1+2Hassou StrikeHigh24-9+21d (+16)—28
b+1+3Attack Reversal———+1d FUFA—25
b+1+4Foot LaunchThrow11-2+6d FUFA—40—
b+2—Mid18-5+4c—22
b+2,1Crushing WindMidi36 rel-120c+16d,22—
b+2,1*Crushing Wind (Hold)Midi60~61 rel+8+20d+56a,27
b+3Lights OutHigh14~15-6+31a (+25)—16
b+3+4Sway———————
b+4Leg SweepLow20~21-12+4+17g14—
Back Throw.1+3Reverse Neck ThrowThrow12~14—-14d FUFA—50—
Back Throw.2+4Piggyback ThrowThrow12~14—+1d FDFA—50
cdCrouch Dash——————
CS.1ThrusterHigh16~17-4+33a (+26)—21
CS.1+2GunbaLow32~33-12+71a (+55) T!—20
CS.2Phoenix SmasherMid13~14-17+26a (-10) FDFA—45
CS.3GengetsuLow18~19-14+0+20a FUFA18
CS.3+4Mountain RazeMid19~20-9+35a (+27)+74a (+58) T!22
d,db,bSway——————
d+1Hammer PunchMid14~15-9+2+3c16
d+1,2Phoenix SmasherMidi29 rel-17+20d (+10)—,26
d+1,2*Phoenix Smasher (Hold)Midi43 rel+9+20d (+10)—,39
d+1,4—Lowi19 rel-31-17+14a FUFA,15—
d+1,4,2Hang OverMidi21 rel-14+3d (-6)+35a (-12),21
d+1+2Shoulder SmashMid12~13-18+16d (+11)+24d (+16)28
d+2—Low sl11-4+7—8
d+4—Low15-31+14a FUFA+14a9—
d+4,2Bone BreakerMidi21 rel-18-9—,23
d+4,2,1+2Demolition ManMidi26~27 rel-17+3d (-6)+35a (-12),26
d+4,2:1+2Demolition Man (Perfect Input)Midi26~27 rel-17+3d (-6)+35a (-12),30
db+1DickjabLow sl10-5+6—5
db+1+2Chain BreakerMid20~21-14+30a (+22)—21
db+2Shoot the MoonMid19~20-11+14d (-3) FDFA+28a (+18)21
db+3—Low15-18-4—12
db+4—Low12-15-4—6
df+1—Mid14-2+4—11—
df+1,1—Highi20~21 rel-5+5+8,9—
df+1,1,2Lion's RoarMidi22~23 rel-9+32a (+24)—,22
df+1+3Kongo BlastThrow12~13-2+9—22—
df+1+3,qcf+2Kongo Blast > Phoenix SmasherMidi13~14 rel—+16d (-20) FDFA—,15
df+1+3:qcf+2Phoenix Smasher (Perfect Input)Midi13~14 rel—+16d (-20) FDFA—,20
df+1~b———+3+9———
df+2KurenaiMid15~16-8+33a (+23)—13—
df+3—Mid16-9+2—14—
df+3,4Phoenix WingsMidi21~22 rel-10+6+59a,17—
df+3+4Deep Dive———————
df+4Tiger ClawMid17~18-2+8+1417
DPDDeep Dive——————
DPD.df+1Phoenix AxeHigh17-1+59a FUFA—19
DPD.df+2—Mid14-10+6—10
DPD.df+2,1Quick Petal StrikeHighi18~19 rel+4+23d FUFA—,30
DPD.df+2,3Quick Lightning BreakerMidi25~26 rel-13+10d FDFA+46a,22
DPD.df+3+4Incomplete SomersaultMid ⋯18~23-49-9d (-24)—32,10
DPD.df+4EigetsuLow17-13+3+24d17—
f,f,F+2Turbulent HammerMid ⋯18~19-9+0d FDFA+35a FUFA19,29
f,F+1+2Push AwayThrow12+0+20d—38
f,F+2—Mid15~17-17-7—14
f,F+2,1JuggernautMidi26 rel-12+14d—,20
f,F+2,2BulldozerLowi36~38 rel-19+27a—,21
f,F+2,H.1+2Phoenix DemolisherMidi29~30 rel+1+25a (-1)—,31
f,F+2:1Phoenix Bone BreakerHighi15 rel-1+37d (+11)—,24
f,F+3—Mid15~16-17+24a (+14)—17
f,F+3,4—Midi13~14 rel-16+30a (+20)—,10
f,F+3,4,4Double Hop Kick HighHighi23~25 rel-5+62a (+42)—,25
f,F+3,4,d+4Double Hop Kick LowLowi27~28 rel-17-6—,15
f,F+3,4,f+4Triple Kick ComboMidi27~29 rel-14+12d (+3)—,18
f,F+4Neutron BombMid27~34+2+18a—20
f+1+2Hammer of the GodsMid20~21+3+8c+35d (+27)22
f+1+2*Hammer of the Gods (Hold)Mid29~30+7+20d FDFA+55a26
f+1+4Shoulder TackleMid21~23-14+15cg—25
f+2Phoenix Hook, Tiger ClawHigh ⋯13-5 HD+9—12,22
f+3—High16~17-14+0—11
f+3,1Lion's TempestMidi17 rel-13+12a (+3)—,21
f+3,2Lion's ClawHighi18~19 rel-7+17a (+8)+32a (+24),24
f+3+4Cormorant Step———————
f+4Stone LionMid22-5 HD+6—24
FC.DSomersault Kick Warm-Up Moves———————
FC.D,U+4Incomplete SomersaultMidi13~18 rel-49-9d (-24)—40—
H.1+2Half-Step Phoenix SmasherMid28-9+30d (-6) FDFA—35
H.1+2*Half-Step Phoenix Smasher (Hold)Mid46+13 g+30d (-6) FDFA—40
H.1+2**Burning FistMid71—+30d (-6) FDFA—50
H.2+3Demolition BallLow ⋯18-14+3d—9,23,25
H.b+2,1*Crushing Wind (Hold)Midi60~61 rel+12+56a—,35
H.CS.2Phoenix SmasherMid13~14-13 HD+26a (-10) FDFA—51
H.d+1,2Phoenix SmasherMidi29 rel-13+29d (-7) FDFA—,32
H.d+1,2*Phoenix Smasher (Hold)Midi43 rel+12+30d (-6) FDFA—,45
H.df+1+3,qcf+2Phoenix SmasherMidi13~14 rel—+16d (-20) FDFA—,21
H.df+1+3:qcf+2Phoenix Smasher (Perfect Input)Midi13~14 rel—+16d (-20) FDFA—,26
H.f+1+2*Hammer of the Gods (Hold)Mid29~30+5+55a—30
hFC.1+2Ultimate TackleThrow26-5+3d—0—
Left ThrowDragon ScrewThrow12~14-3+1d FUFA—45—
OTG.d+2Down StrikeLow18-12-1d (-9)—16
qcfCormorant Step—— rel—————
R.df+1+2Big Bang Phoenix SmasherMid20-18+0d—55+
Right ThrowFall AwayThrow12~14-3-2d FUFA—40—
SS.1Turn ThrusterHigh20+8+35a (+27)—21
SS.3Pump In PedalLow19-12+4+12c17—
SWA.1God Hammer PunchMid21~22+0+27d FDFA+53a24
SWA.1+2Unseen GustMid16~17-14+37a (+27)—22
SWA.2Rubber Band AttackMid15-9 HD+39d (-19)—27
SWA.3Rapid FireLow18~19-21-10g+21a14
SWA.3,2—Midi27~28 rel-10+6—,20—
SWA.3,2,1Petal StrikeHighi18~19 rel-5+21d (-5)—,25
SWA.3,2,3Lightning BreakerMidi25~26 rel-13+10d FDFA+46a,22
SWA.4KawaragomaHigh15~16+1+23d (+14)+59a17
Takedown.1+2,1+2Arm BreakerThrowi26 rel-9+1d—25—
Takedown.1+2,2,1,2,1Ultimate PunchThrowi26 rel—+0d—30—
Takedown.1+2,2,d+1,1,1+2Ultimate PunishmentThrowi26 rel—+0d FDFA—50—
ub+2Wrecking BallMid18-5+14d—22
ub+2*Wrecking Ball (charged)Mid27+1+17a—30
uf,n,4Delayed Rising Toe KickMid23~25-13+32a (+22)—20
uf+1Burning SpearHigh28~31-6+24a (+14)—26
uf+1+2Twist and ShoutThrow12-6+0d—40
uf+2MoonfallHigh22~23+5+17d FDFA—26
uf+3—Mid15~16-16+25a (+15)—15
uf+3,4ShredderMidi13~14 rel-13+32a (+22)—,10
uf+4Rising Toe KickMid15~17-13+33a (+23)—13
ws1—Mid15~16-10-7+116—
ws1,2Enfolding DragonMidi20 rel-11+2+3,17—
ws1,2~b———+1+14g+15——
ws2Thunder PalmMid15~16-14+27a (+17)—20—
ws3—Mid13~14-8+6—16
ws3,2ShiohHighi21~22 rel-9+17d (+8)+46a,21
ws4Toe SmashMid11~12-6+5—18—