I remember long time ago, he didn't show his losses until I commented on one of his videos about how he should show them. Then he started. Very respectable.
I'm guessing they'll nerf his damage in some way to negate the increase in damage that the strong aerial tailspin gives. Either that or he'll truly be the strongest in the universe lol
The problem with Paul is not the combo damage but the combo reliability. It starts with the launchers. Some launchers make it really hard to connect qcf1. The second hit of shredder kicks will often times miss for some weird reason. Double qcf21 will also fail you. More often on specific launchers. Deathfist heat dash into qcf1 becomes super unreliable on bears. All these problems lead to unnecessary combo drops and force you to think twice about even utilizing his strong new combo tools at all.
crazy good execution in every combo as always. Amazes me at how often high level paul mains like you and onepunchman are able to hit that 3,2 sway cancel df at wall
@iamnotmi7340 yea, just try to understand what paul will get in both circumstances. If he has a great opportunity like a wall behind you and he has a life lead, he would happily take the risk of a jab string for the potential for a full wall combo with the charged guard break. Also if he knows that you know how to avoid the mixup with a jab, that's when he would start using the non charged version more for the potential CH launch. The non charged version is very unsafe (not sure of frames) so you can punish him if he tries it
Paul. Character that needed nerfs since tekken 3, but only got buffs. Jokes aside, I started playing Tekken in T7 season 1 and spent 2,9k hours. And I still believe he didn't deserve any buffs he got
Question do have other filler instead of qcf1 after the launcher so the df1 to sway connect ?, i tried using standing 4 into df4 and the df1 become very inconsistent.
Because Paul is raw or pure Tekken. He has obvious strengths but he also has obvious weaknesses. He's the character that barely changed from what he was in Tekken 1. He's basic as hell so he's easy to learn and can even be a noob stomper, but this basicness also makes him easy to study against. Which is why on higher ranks, Paul has to work hard to make his set ups work. Also, just in case you didn't know, this safe df+2 will not launch crouching opponents unless it is a counter hit, it also has a bit stubbier range which is a trade-off for it being safe. Which makes it better for shutting down aggression rather than initiating aggression.
Damage scaling is dependant on combo timing. If you execute a combo with " safe " timing them damage is lower if you execute with " risky " timing then you are rewarded with increase damage. Specifically on the " bounce " strikes when opponent hits the floor and you execute at the last possible frame without dropping.
wwooooooww 4 more damage!!! WOOOOOOOOOOOOOOOOOOOOOOOO. On a combo that barely even works. That shit drops all the time and is so unreliable. Tiny off-axis? Drops for no reason. He also doesn't have much if any cheese or bullshit to abuse. So still a garbage character. He's literally weaker than in T7??????????????????????????????? Like what...
? 4 damage is huge in this game lol what. Also yes, every character has combos that drop when off axis....it is why you lab and adjust to different routes
@@Outofred On-axis, off-axis that combo is completely unreliable. At the risk of the game randomly deciding that the combo is just going to drop now, for no reason, that 4 damage is literally worth shit. T8 Paul is the same shit as T7. In fact, they gimped this character and removed cool tech, while other characters get abusable +on block bullshit chip spam and infinite range safe mid launchers.
I like the fact, that you showcase your oponnents' wins as well. Very respectful of you 💪
He also shows when the opponent does a crazy combo. Mad respect
Is it?
I remember long time ago, he didn't show his losses until I commented on one of his videos about how he should show them. Then he started. Very respectable.
bruh, and it seems now hes gettin a tailspin for season 2...
Only makes sense tbh, giving just a few characters tailspins is pretty bs. Either everyone gets it or no one should
@@chumchum9899 Would be cool if Kazuya gets one (outside of heat b4). I'll have to look at that S2 preview again.
@@TheKazuma410P Sound scary, since he has pewgf. Its very hard to do but imagine every pewgf will be death combo xD
I'm guessing they'll nerf his damage in some way to negate the increase in damage that the strong aerial tailspin gives. Either that or he'll truly be the strongest in the universe lol
@@bort7147 LMAO
Deserved buffs, and even more awaited for season 2
The problem with Paul is not the combo damage but the combo reliability.
It starts with the launchers. Some launchers make it really hard to connect qcf1. The second hit of shredder kicks will often times miss for some weird reason. Double qcf21 will also fail you. More often on specific launchers. Deathfist heat dash into qcf1 becomes super unreliable on bears.
All these problems lead to unnecessary combo drops and force you to think twice about even utilizing his strong new combo tools at all.
The bit of extra damage is nice, its paul's identity but its way too little and he struggle fundamentally vs every character.
That oki from lee was absolute filth. Naughty game play right there
crazy good execution in every combo as always. Amazes me at how often high level paul mains like you and onepunchman are able to hit that 3,2 sway cancel df at wall
*ws1,2 but yes impressive
I really thought for a sec that’s me in the first clip 😂🌹 Excellent video 🌹
insane paul is usual 🔥🔥🔥🔥
bro paul is your character, if you ever go tourney or face one of the tournament pros use him!
Paul getting Lidia levels of damage with that last combo
I'll kick your ass! WAAAAHHHHHHH!!! 😂
I'm more afraid of the Lee combo to wall 2 touch than Paul 😅
STRONGEST IN THE UNIVERSE
2:15 paul can wave dash now 😂
0:53 How to avoid this guardbreak oki setup ? Is there anything we can do
Stand up and 10 frame jab
@@binnillustaccurate but it sucks bc it’s legit a “take a guess moment”. He can let it go early and boom, ch
power crush
interrupt with 10f jab (?)
@iamnotmi7340 yea, just try to understand what paul will get in both circumstances. If he has a great opportunity like a wall behind you and he has a life lead, he would happily take the risk of a jab string for the potential for a full wall combo with the charged guard break. Also if he knows that you know how to avoid the mixup with a jab, that's when he would start using the non charged version more for the potential CH launch. The non charged version is very unsafe (not sure of frames) so you can punish him if he tries it
1:36 1 mistake and 1 wrong 50/50 guess = gg 🫡
Damage wasn't something that Paul was struggling with, he needs better homing moves like in T7 and i really hope he gets his old Demo Man back.
Not his b1. That was too braindead
Paul. Character that needed nerfs since tekken 3, but only got buffs.
Jokes aside, I started playing Tekken in T7 season 1 and spent 2,9k hours. And I still believe he didn't deserve any buffs he got
he needs even more buffs to compete with the likes of drag yoshi or nina
Jin combos pls ❤
Question do have other filler instead of qcf1 after the launcher so the df1 to sway connect ?, i tried using standing 4 into df4 and the df1 become very inconsistent.
use 4
for me it's consistent
you can also try standing 2
Come someone explain how a safe df2 doing nearly 80 dmg no rage is ok?
Because Paul is raw or pure Tekken.
He has obvious strengths but he also has obvious weaknesses. He's the character that barely changed from what he was in Tekken 1. He's basic as hell so he's easy to learn and can even be a noob stomper, but this basicness also makes him easy to study against. Which is why on higher ranks, Paul has to work hard to make his set ups work.
Also, just in case you didn't know, this safe df+2 will not launch crouching opponents unless it is a counter hit, it also has a bit stubbier range which is a trade-off for it being safe. Which makes it better for shutting down aggression rather than initiating aggression.
Damage scaling is dependant on combo timing. If you execute a combo with " safe " timing them damage is lower if you execute with " risky " timing then you are rewarded with increase damage. Specifically on the " bounce " strikes when opponent hits the floor and you execute at the last possible frame without dropping.
You did a different combo tho
New combo possibilities are kinda damage buffs
if a combo gets new more damaging routes, that counts as a damage buff in the end... thats clearly what he meant dude
@@vlastermasterHis new tailspin probably in the next uodate would open more routes for even bigger dmg.
A GoD Lee doesn’t know how to beat Paul b21? He literally has an i11 ch launcher. Oh well I guess
When i played with him he was changing the timing of it and i got countered many times so i thought he is gonna do it again
wwooooooww 4 more damage!!! WOOOOOOOOOOOOOOOOOOOOOOOO. On a combo that barely even works. That shit drops all the time and is so unreliable. Tiny off-axis? Drops for no reason. He also doesn't have much if any cheese or bullshit to abuse. So still a garbage character. He's literally weaker than in T7??????????????????????????????? Like what...
? 4 damage is huge in this game lol what. Also yes, every character has combos that drop when off axis....it is why you lab and adjust to different routes
@@Outofred On-axis, off-axis that combo is completely unreliable. At the risk of the game randomly deciding that the combo is just going to drop now, for no reason, that 4 damage is literally worth shit.
T8 Paul is the same shit as T7. In fact, they gimped this character and removed cool tech, while other characters get abusable +on block bullshit chip spam and infinite range safe mid launchers.
@@OzirV1000 yet people still say he's broken and OD. Guess they've walked face first into to many death fist