Paul

Tekken 8

Paul

Paul Phoenix

98 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 16

  • Over The Shoulder

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -6
    hit
    +1d FUFA

    Homing • Throw break 1 or 2 • Side switch

  • Shoulder Pop

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    +1d FUFA

    Homing • Throw break 1 or 2 • Side switch • Transition to FUFT on hit

  • Dragon Screw

    Left 45 break 1
    or
    start
    i12~14
    block
    -3
    hit
    +1d FUFA

    Throw break 1

  • Fall Away

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    -2d FUFA

    Throw break 2 • Side switch

  • Reverse Neck Throw

    Back 50
    or
    start
    i12~14
    hit
    -14d FUFA

    Throw cannot be broken

  • Piggyback Throw

    Back 50
    or
    start
    i12~14
    hit
    +1d FDFA

    Spike • Throw cannot be broken

  • Chest Crusher

    Front 40 break 2
  • Kongo Blast to Phoenix Smasher

    Front 37 break 1
    qcf
    start
    i13~14
    hit
    +16d (-20) FDFA

    Balcony Break • H.df+1+3,qcf+2 with Heat • Strict qcf input required (d,F does not work) • Perfect input window 55-56f • Perfect input increases damage, wall carry

  • Foot Launch

    Front 40 break 1
    start
    i11
    block
    -2
    hit
    +6d FUFA

    Throw break 1 • Side switch • Transition to BT on hit

  • Twist and Shout

    Front 40 break 1+2
    start
    i12
    block
    -6
    hit
    +0d

    Spike • Throw break 1+2

  • Push Away

    Front 38 break 1+2
    start
    i12
    block
    +0 BT/+0 FUFA
    hit
    +20d

    Balcony Break • Throw break 1+2 • Side switch if broken • +0 FUFA if broken at wall

  • Ultimate Tackle

    Front break 1+2
    FC
  • Ultimate Punch

    Front 30
    DuringTakedown
  • Ultimate Punishment

    Front 55
    DuringTakedown
  • Arm Breaker

    Front 30 break 1+2
    DuringTakedown
  • Attack Reversal

    Parry 25
    Synchrowiththeopponent'sattack or

Attacks 72

  • Big Bang Phoenix Smasher

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage • 114f cinematic freeze on frame 8 • t193 r56 on block • t134 on whiff

  • Left Right Combo

    HH 17
    start
    i10
    block
    -3
    hit
    +8

    Move can be delayed 3f • Input can be delayed 3f • Combo from 1st hit with 3f delay • Jail from 1st hit with 3f delay

  • Reverse PDK Combo

    HL 13
    start
    i23
    block
    -11c
    hit
    +1

    Combo from 1st CH

  • Jab Roundhouse

    HH 22
    start
    i19
    block
    -2
    hit
    +8

    Knee • Combo from 1st hit

  • Jab Sweep

    HL 21
  • Piston Fire

    MH 31
    start
    i23
    block
    -3
    hit
    +7
    ch
    +50a

    Move can be delayed 4f • Input can be delayed 6f • Combo from 1st hit with 6f delay • Transition to t60 r19 SWA +4 +14g +57a at 43f with b

  • Half-Step Phoenix Smasher

    M 30
    start
    i28
    block
    -10
    hit
    +20d (+10)

    Balcony Break • H.1+2 with Heat • Move can be delayed 11f (i39) • Charge begins on frame 1 • Requires 1~27f charge • Delayed startup from 17~27f charge • Cancel to t27 r1 CS from 17~35f with f • * Cancel can be delayed 8f • * Sidestep u can be buffered 2f after cancel • * CS attacks can be buffered from 26f • * Decaying 13f delay on CS attacks • ** Decays to 0 delay 24f after cancel • Cancel to t41 r12 SWA from 17~35f with b • Cancel can be delayed 8f • * Sidestep u can be buffered from 27f • * SWA attacks can be buffered from 26f • 1+2* from 28~55f charge • Burning Fist at 56f charge

  • Half-Step Phoenix Smasher

    M 35
    Hold
    start
    i46
    block
    +3
    hit
    +20d (+10)

    Balcony Break • H.1+2* with Heat • Chip damage (10) • Move can be delayed 21f (i67) • Charge begins on frame 1 • Requires 28~55f charge • Delayed startup from 35~55f charge • Cancel to t27 r1 CS from 17~35f with f • * Cancel can be delayed 8f • * Sidestep u can be buffered 2f after cancel • * CS attacks can be buffered from 26f • * Decaying 13f delay on CS attacks • ** Decays to 0 delay 24f after cancel • Cancel to t41 r12 SWA from 17~35f with b • * Cancel can be delayed 8f • * Sidestep u can be buffered from 27f • * SWA attacks can be buffered from 26f • 1+2 from 1~27f charge • Burning Fist at 56f charge

  • Burning Fist

    ! 40
    holdmax
    start
    i71
    hit
    +20d (+10)

    Balcony Break • H.1+2** with Heat • Charge begins on frame 1 • Requires 56f charge • 1+2 from 1~27f charge • 1+2* from 28~55f charge

  • KI Charge

  • Phoenix Hook, Tiger Claw

    HT 34
    start
    i13
    block
    -5
    hit
    +9

    Heat Engager +9 • Heat Dash +5, +43d (+35) • Transition to throw on front hit • Transition to +7 DPD r27 on hit with DF at frame 93 • +32a without throw transition

  • Lion's Tempest

    HM 32
    start
    i17
    block
    -13
    hit
    +12a (+3)

    Balcony Break • Elbow • Combo from 1st hit • Interrupt with i1 • Move is delayed by 5F • Move cannot be delayed • Input cannot be delayed

  • Stone Lion

    M 24
    start
    i22
    block
    -5
    hit
    +6

    Heat Engager • Heat Dash +5, +43d (+35) • Homing

  • Hammer of the Gods

    M 22
    start
    i20~21
    block
    +3c
    hit
    +8c
    ch
    +35d (+27)

    Balcony Break (CH only) • Chip damage (4) • Move can be delayed 9f (i29~30) • Delayed startup from 5~23f charge • f+1+2* at 24f charge • H.f+1+2* at 24f charge • Transition to ±0, +5c DPD with DF

  • Shoulder Tackle

    M 25
    start
    i21~23
    block
    -14
    hit
    +15cg

    Balcony Break • Shoulder • Sharp leftward movement w/ i5? startup • Forces tech back roll on hit

  • Chain Breaker

    M 21
  • Body Blow

    M 11
    start
    i14
    block
    -2
    hit
    +4

    Transition to r15 SWA +3 +9 from 2~14f, 16f with b

  • Lion's Roar

    MHM 42
    start
    i22~23
    block
    -9
    hit
    +32a (+24)

    Balcony Break • Combo from 2nd CH • Interrupt with i3 from 2nd block

  • Kurenai

    M 13
    start
    i15~16
    block
    -8
    hit
    +33a (+23)

    High evasion • +4s on crouching normal hit

  • Phoenix Wings

    MM 31
    start
    i21~22
    block
    -10
    hit
    +6
    ch
    +59a

    Move can be delayed 14f • Input can be delayed 14f • Combo from 1st hit with 10f delay

  • Tiger Claw

    M 17
    start
    i17~18
    block
    -2
    hit
    +8
    ch
    +14

    Knee

  • Hammer Punch

    M 16
    start
    i14~15
    block
    -9
    hit
    +2
    ch
    +3c

    Spike • Transition to r27 FC with d

  • Hammer Punch to Power Punch

    MM 42
    start
    i29
    block
    -17
    hit
    +20d (+10)

    Balcony Break • H.d+1,2 with Heat • Move can be delayed 14f (i43) • Charge begins on frame 16 • Requires 0~26f charge • Delayed startup from 1~26f charge • Combo from 1st CH with 0~6f charge • d+1,2* at 27f charge

  • Hammer Punch to Power Punch

    MM 55
    hold
    start
    i43
    block
    +9
    hit
    +20d (+10)

    Balcony Break • H.d+1,2* with Heat • Chip damage (11) • Charge begins on frame 16 • Requires 27f charge • d+1,2 from 0~26f charge

  • Hang Over

    MLM 52
    start
    i21
    block
    -14
    hit
    +3d (-6)
    ch
    +35a (-12)

    Balcony Break • Elbow • Combo from 2nd CH +11d (+4)

  • Bone Breaker

    LM 32
    start
    i21
    block
    -18
    hit
    -9

    Elbow • Move can be delayed 3f • Input can be delayed 4f • Combo from 1st CL with 3f delay +5d (-2) • Combo from 1st CH with 3f delay +5d (-2)

  • Demolition Man

    LMM 58
    start
    i26~27
    block
    -17
    hit
    +3d (-6)
    ch
    +35a (-12)

    Balcony Break • Move can be delayed 4f • Input can be delayed 4f • Combo from 1st CL with 4f delay +13d (+6) • Combo from 1st CH with 4f delay +13d (+6) • Combo from 2nd hit with 4f delay +13d (+6) • Perfect input window 21~22f after 2 input

  • Shoulder Smash

    M 28
    start
    i12~13
    block
    -18
    hit
    +16d (+11)
    ch
    +24d (+16)

    Balcony Break • Shoulder • i5~i9? high evasion

  • Shoot the Moon

    M 21
    start
    i19~20
    block
    -11
    hit
    +14d (-3) FDFA
    ch
    +28a (+18)

    Tornado • Balcony Break

  • Double Wing

    HM 31
    start
    i20~21
    block
    -14
    hit
    +16d (-1) FDFA

    Tornado • Balcony Break • Move can be delayed 5f • Input can be delayed 5f • Combo from 1st hit with 5f delay

  • Crushing Wind

    MM 44
    start
    i36
    block
    -12
    hit
    0c
    ch
    +16d

    Move can be delayed 20f (i56) • Charge begins on frame 18 • Requires 0~41f charge • Delayed startup from 22~41f charge • Combo from 1st CH with 0~23f charge • b+2,1* / H.b+2,1* at 42f charge

  • Crushing Wind

    MM 49
    hold
    start
    i60~61
    block
    +8
    hit
    +20d
    ch
    +56a

    Balcony Break • H.b+2,1* with Heat • Chip damage (7) • Charge begins on frame 18 • Requires 42f charge • b+2,1 from 0~41f charge

  • Lights Out

    H 16
    start
    i14~15
    block
    -6
    hit
    +31a (+25)

    Knee

  • Leg Sweep

    L 14
    start
    i20~21
    block
    -12c
    hit
    +4
    ch
    +17g
  • Hassou Strike

    H 28
    start
    i24
    block
    -9
    hit
    +21d (+16)

    Balcony Break • Chip damage (11) if attack is absorbed

  • Wrecking Ball

    M 22
    start
    i18
    block
    -5
    hit
    +16d

    Balcony Break • +21d (+14) on airborne opponent • Can be charged to power up • Has good left sidestep tracking

  • Moonfall

    H 26
    start
    i22~23
    block
    +5
    hit
    +17a

    Heat Engager • Heat Dash +5, +67a (+50) • Balcony Break • Chip damage (6) • Transition to +2, +14a r35 DPD with DF (cs25~58)

  • Shredder

    MM 25
    start
    i13~14
    block
    -13
    hit
    +32a (+22)

    Jail from 1st block • Combo from 1st hit +28a (+21)

  • Rising Toe Kick

    M 13
    start
    i15~17
    block
    -13
    hit
    +33a (+23)
  • Delayed Rising Toe Kick

    M 20
  • Juggernaut

    MM 34
    or FC
    start
    i26
    block
    -12
    hit
    +14a

    Balcony Break • Combo from 1st hit • Interrupt with i8 from 1st block • Whiffs vs SWR from 1st block (SSL, SSR and SWL inconsistent depending on character) • Cancel to -21 -11 standing r40 with B at frame 20 • Alternate input FC.df+2,1

  • Phoenix Bone Breaker

    MH 38
    or FC duringattack
  • Bulldozer

    ML 35
    or FC
    start
    i36~38
    block
    -19c
    hit
    +27a

    Cancel to -28 -18 FC with B • Interrupt with i18 from 1st block • Whiffs vs SSL, SW from 1st block • Alternate input FC.df+2,2

  • Double Hop Kick High

    MMH 52
    start
    i23~25
    block
    -5
    hit
    +62a (+42)

    Balcony Break • Interrupt with i11 from 1st block • Whiffs vs SSR, SWR (inconsistent?) • Move cannot be delayed • Input can be delayed by 6F

  • Triple Kick Combo

    MMM 45
    start
    i27~29
    block
    -14
    hit
    +12d (+3)

    Balcony Break • Interrupt with i15 from 1st block • Move cannot be delayed • Input can be delayed by 6F

  • Double Hop Kick Low

    MML 42
    start
    i27~28
    block
    -17c
    hit
    -6

    Interrupt with i15 from 1st block • Whiffs vs SWL from 1st block • Move cannot be delayed • Input can be delayed by 6F

  • Neutron Bomb

    M 20
    start
    i27~34
    block
    +2
    hit
    +18a

    Chip damage (8)

  • Turbulent Hammer

    MT 48
    start
    i18~19
    block
    -9
    hit
    +0d FDFA
    ch
    +35a FUFA

    Spike on 2nd hit • Elbow • Transition to throw on airborne hit • +17d FDFA without throw transition

  • Burning Spear

    H 22
  • Cormorant Step

    qcf
  • Thruster

    H 21
    qcf
  • Phoenix Smasher

    M 45
    qcf
  • Gengetsu

    L 17
    qcf
  • Gunba

    L 20
    qcf
  • Mountain Raze

    M 25
    qcf
  • Sway

    qcb
  • God Hammer Punch

    M 24
    qcb
  • Rubber Band Attack

    M 31
    qcb
  • Sway and Low Kick

    L 14
    qcb
  • Rapid Fire to Petal Strike

    LMH 59
    qcb
  • Rapid Fire to Lightning Breaker

    LMM 56
    qcb
  • Kawaragoma

    H 20
    qcb
  • Unseen Gust

    M 22
    qcb
  • Enfolding Dragon

    MM 34
    WS
  • Thunder Palm

    M 20
    WS
  • Shioh

    MH 37
    WS
  • Toe Smash

    M 18
    WS
  • Somersault Kick Warm-Up Moves

    FC
  • Incomplete Somersault

    M 40
    DuringSomersaultKickWarm-UpMoves
  • Turn Thruster

    H 21
    SS
  • Pump in Pedal

    L 17
    SS
  • Down Strike

    L 16
    Withopponentdown

During Heat 7

  • Heat Burst

    M 15
    WhenHeatactivationisavailable
  • Phoenix Hook, Tiger Claw

    HT 34
    start
    i13
    block
    -5
    hit
    +9

    Heat Engager +9 • Heat Dash +5, +43d (+35) • Transition to throw on front hit • Transition to +7 DPD r27 on hit with DF at frame 93 • +32a without throw transition

  • Stone Lion

    M 24
    start
    i22
    block
    -5
    hit
    +6

    Heat Engager • Heat Dash +5, +43d (+35) • Homing

  • Moonfall

    H 26
    start
    i22~23
    block
    +5
    hit
    +17a

    Heat Engager • Heat Dash +5, +67a (+50) • Balcony Break • Chip damage (6) • Transition to +2, +14a r35 DPD with DF (cs25~58)

  • Phoenix Smasher

    M 45
    qcf
  • Rubber Band Attack

    M 31
    qcb
  • Demolition Ball

    LM 57
    DuringHeat
    start
    i18,i21,i38
    block
    -14
    hit
    +3d

    Heat Smash • Balcony Break • Fully consumes Heat • Chip damage (8) • Transition to throw on 1st hit only • 40 damage with throw transition • 53 damage on 2nd + 3rd hit • t134 r49 on block • t124 on whiff

10 hit combo 3

  • HHMHMHHLMM 85
  • HHMMLMHMLM 88
  • HHMMM 63

Paul's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.