its not good at dealing with his accent. auto captions tend to do fine when the person doesnt have an accent, speaks clearly, and there is little background noise to interfere. its helpful for watching stuff like reviews, documentary type stuff, that sorta things with no volume
Yeah Paul went from having abysmal lows to having one of the best in the game. Qcf3 now being actually useful makes Paul's range 2 game much more difficult to deal with than it was in tag2
This was the change that helped him out the most. He went from being a character relying on high risk high reward to being low risk high reward. There was never a reason to duck against Paul.
nam e puthpong only for the last hit, previous versions have just frame in every hit (old notation is d+4:2:1+2 vs T7's d+4,2:1+2) T4's Demoman (and d+1,4:2:1+2) had much tighter just frame, T5 and above games had more leeway in them
Another “buff” (imo) is the stage design in T7. It feels like 95% of the stages are walled stages. Maybe it’s to help people feel good with the screw system. But characters like Paul become monsters with walls in play. While I do hope for new toys for Paul in S3. I also hope they vary up the stage design more to reduce this advantage.
I noticed Jin has different shouts for his moves too. There was barely of that "choo" shit in ttt2 it was more diversified, now you hear it after every move.
The new combo system makes things really fun for Paul players looking to maximize damage. Because of how weak DF1 is, you gain quite a bit of damage by doing launch straight into QCB4. You can get over 66 damage off a DF2 / hopkick by going straight into QCB4, then going for QCF1, QCF1, demoman.
He is nerfed so much season 2 , most people dropped it . His hfcb 4 nerfed a lot . His punish b1,2 nerfed. His hfcf2 main move damage nerfed. Best character is Steve fox and Geese.
DF ender is not used very often with a combo, unless it's a wallsplat into sidestep DF FF4 combo. 3,2 into D+1+2 is also regularly used at the wall instead of a deathfist.
Legitzimo same. I don’t really play tekken anymore but I regularly watch TMM, Sephi and Aris Tekken videos/streams. T7 is a cool game from a spectators point of view
I actually started playing Paul after years and years playing only Hwoarang. Well I still play that cheesy character, but thenks to TMM I started playing Paul and and some others thanks to his videos. The best Tekken channel by a landslide!
It goes smth like this: TMM plays ranked Loses to someone using a specific character a lot Goes to lab that character and/or use them in practice mode Gets an epiphany on said character Makes a video about their strengths
Paul was always good because the damage and his 50/50's like you seen it the other day when mainman got murdered by that guy using Paul. His cancels just leave you lost.
That multi-game set up where you can switch between them is sick. You should do videos showing how characters evolved from Tekken all the way up to Tekken 7 and how their moves changed/what was buffed/nerfed, new stances etc where you can demonstrate the changes in realtime by literally playing the character in each game.
Good, it's about time Paul became intimidating again, in general, Tekken 7 took the newer titles's mechanics, and greatly improved and perfected them, making Tekken exciting again basically.
Did you know that CH QCF3 is actually a launcher? If you do iWS3 2, you can screw after it. Also as someone mentioned, QCF3 going from -19 to -14 is such a big buff. Both of these changes to QCF3 make it a much more potent low poke and a better mixup for Deathfist, which is also a buff for deathfist.
Don't ask Harada to nerf him more dude. He is already nerfed a lot . It would no fun to pick him if he gets nerfed more than this. I hope Harada fix back his hfcb 4 .
Another sikk thing that TMM touched upon is that Paul's screw moves are on such useful moves this time around. WS3 is great to have as a corkscrew, allowing for pickups off CH QCF3, B3, FF4, etc. and is itself a great move. I believe it's hitconfirmable on normal hit, but I can't say that with confidence. QCB4 was unquestionably Paul's greatest move, and it being a high damage corkscrew is fantastic. B12 is perhaps one of the best homing moves in the game, frame 12 homing is great. Catch anyone out of a hopkick or low crushing and you get a combo out of these great tools. These are a great step up from the B12 bound, QCB1 bound and while F1+2 was pretty sikk, QCB4 is a big step up from that.
@@donvisione3634 Thanks! I thought it was, but I only tested in training mode a little bit, so didn't wanna say that with confidence. This makes it a solid approach option / wallsplat IMO. You're -8, but the 2 is a CH launcher, so iunno if peeps are going to want to press advantage.
Minor detail! In Tag2 after 1+2 throw at wall, you could resplat oponent with db 2 and then bound with tag and make full combo. I don't know why you didn't mention that?
Regarding deathfist at the wall: I'm not sure if it has anything to do with the hitbox being extended, but if you can land it on one of the last possible frames you get a damage boost of about 15dmg. Bigger characters, like Bears and Jack, are easier to abuse this mechanic. There are setups to make it more consistent, but the timing is still pretty tight. Most of the time it involves doing either a standing 1 or a dick jab followed immediately by the deathfist. However I don't know if it works on smaller characters like Xiaoyu.
steve McLovin Yeah but I feel the risk/reward is skewed more in favor of reward in this game to where he’s kinda busted but you could make the case for a number of characters in this game.
@@Callestere I completely disagree dude. I dont believe in "braindead" arguement. If you're in a battle, you have to think. Paul is a character that punishes bad movement and I'll advised advances, I've been using Paul since Tekken1. You dont really need good defense to deal with Paul, that's why his power is high.
Mainmain, my man, huge fan. Question in regards to your thoughts on the future of T7 with people wondering if there will be a season 3 or T8, I personally agree that they will do S3. But I was watching this video and wondering, you asked for more name modes. What if they added in a tag gamemode? Do you think that would even work in T7 or would be too broken? Just a thought I had that I haven't seen mentioned
T7 Paul had counter hits activated, doesn't that affect the real percentage of the air hits? Also that elbow in 4:08 I think you can do f 1+4 and connects in TTT2, I need to test that again, its been a while since I played TTT2 too
much better this way in Tag 2, now days, in T7, too many god damn moves got a follow up and you can even turn them into combos with Rage Drive, leading to obscene amount of damage, ive always said this, Tag 2 was way more fun than T7
His story has already been changed to a joke. I am happy that at least his move-set is strong. He fought a young Kazuya Mishima to a draw for god sake. He deserves a good set of powerful moves.
i mean some characters struggle to get near the 60 damage mark even with staple combos yet some characters like Paul do it easily with easy af staple combos or grabs
The scaling favors small combos with damaging 1-2 hit moves so basically characters that can do damaging moves at the start of the combo does very good damage like my boy paul
Basically he lost his df2 so he sucks. But he got some really good buffs though, especially in s2. But overall the omission of his fastest CH launcher hurts more than all of the buffs he gained.
Tekken 5 had the best fighting system imo , 6 and beyond fkd up with bounds, and pretty much 2 juggle kills, not cool, I’ve been playing since the glorious and legendary arcade days (no online tough guys there, just face to face comp) and on all the consoles since Tekken 1, and the game has improved in many ways, but damn, some ways... not. Oh well I do enjoy it when I win against some new schoolers, that juggle me twice in one round, and kills me, killing those who ONLY rely on launch and juggles is so satisfying. Tekken has SOOO many moves, strategy, and techniques, use them. Namco add more tackle and ground game, more counters/ parry moves, and sort sort of combo breaker meter, 1 or 2 per rounds. The addition of armor moves, that take damage is very cool, but a little more to keep the fighting going back and forth. Like Max Dood said, playing someone who is much higher or much lower than your rank can be pretty miserable, and no fun. Anyway, constantly juggling someone easily , or watching yourself floating forever is definitely no fun. I believe TMM agrees at least with that part.
I've been a Bryan main since the game came out. Been landing taunt jet uppers alot lately so it's time for me to learn a secondary character. Any suggestions?
@@megabullets2222 Oh okay! I was thinking maybe it was like Maxi on Soul Calibur but thanks for the tip. Imma try to lab Paul a bit now & see if I like him.
@@DoubleBeast No the point is, is TMM is pandering. It's so lame when he makes character videos like this discussing "how op this is" without actually looking at the weaknesses of the character. Everyone who watched this thinks pauls broken now, and he's not. Probably especially this kid that doesn't even know what a high is.
He didnt metion that his FC d/f 2, 1 was -14 at tag 2, here you can just frame it for it to be safe (I really dislike the new FC d/f 2, 1... its just a f, F 2, 1 from crouch, in tag 2 it had an unique and really cool animation)
@@bloodgazm8891 ye its high forgot about that, didnt used him that much in tekken 7, and you could delay the second hit of his old FC d/f 2, 1 So maybe his old tool was a better one, since it was a natural hit, and you could hit confirm it Anyway, i miss it, paul saying "ha yo" was pretty cool
@@oblivix1 for even more wallcarry and slightly less dmg you can do qcf 1 > 1 > into ff 2,1 jf. Qcf 1 is very versatile in case of wallcarry anways. if the screw ends like 1 range before the wall you can use it for a close pickup into wallsplat. if its like range 2 from the wall qcf 1 into b1,2 or df 1 b > 4 works very well for a wallsplat
I think Tekken 7 as a whole was made so even scrubs or noobs can win with ease compared to previous games. The execution of moves as a whole is easy compared to previous games in my opinion.
So like... I love your observations and analysis. But when you say 'Pauls oki got super strong because of db2' - it kind of falls on death ears when characters like Geese exist. Paul didn't have any noteworthy oki before, now he has a strong, but predictable tool. So yeah, his oki was non-existent and became ok; but calling his oki 'super strong' is just wrong. There are no characters who suffered from the new spin+bound combo system. Finishing combos with deathfist is strong, but actually not optimal in many cases - because of scaling. You often get more damage, and always better position with blue demo man. You skipped talking about b2,1 - maybe because it's a bad move? It's extremely telegraphed with little-to-no reward, linear, and harshly punished. Forward Sway 3 is not a long reaching low, when compared to the majority of the cast - it's a good low, but long reaching? Maybe if you let the sway take you across the battlefield and you don't get hit. You don't get good oki after counter hit forwardsway 3 in TT2, because Paul didn't have much Oki as you said not a minute before. Changing forwardsway 3 to reward a demoman is a missing buff; you'd have no reason to block low against Paul, other than a neutral demoman. In other words, if you aren't dumb - you should look for 1-2 lows and otherwise just block standing and Paul would never touch you. Considering he's one of the few 'honest' characters, this makes him extremely predictable - even in T7. ff 1+2 throw is one of the only throws which actually punishes the user if countered: If you try and grab someone by the wall and they counter, you get splatted into the wall and the opponent gets a free combo. You demonstrated yourself, why the buff was needed - before it was unreliable to get anything from. Now it's super risky, as the window to escape from it is massive - and has a very unique animation, so easily recolonized. Sure, Paul have been buffed when compared to his other iterations. But when was Paul ever viable? There hasn't been a time in Tekken' history where a honest character was in the top 10. Anyone can see what Paul does and immediately recognize what he's doing; even someone whose never played Tekken before. Compare that to Yoshimitsu, King, Ling and Mishimas: All of them have countless "need to lab this shit"-moves, as they're rarely what they seem. Paul, on the other hand, you never NEED to do the lab work: None of his moves are surprisingly easy to punish, nor does he have a million options after any attack: Take the db112 you mentioned; any of the characters I mentioned has similar strings of which you can do multiple options out of without any risk associated with it. There's no "block this attack, sidestep this and now you might get the chance to punish" against Paul. If you're calling Season 2 Paul a monster, what would you call D.Jin, Steve, Jin etc.? Gods? Paul is at the best he's ever been: But he's not even in the top 5. I dare you to find three of Paul' moves, which are uniquely powerful. Deathfist is arguably Paul' most iconic move, outside of that... Why pick him? Remember the Angel video you did? You said: "Why would you pick Angel, when you could pick Devil Jin?" Well. Why pick Paul, when almost all other characters have his tools - but an arsenal of moves to throw your opponent off their game: Paul has none of these. Love your vids, this one was a bit of a curveball for me.
@Prashanth Panicker I agree with almost everything you write; I've played Paul since Tekken 3 as well, but never at tournament-level play; rather I've played with friends whose played for as long as I have. I'm at Vanquisher, and have hit a wall as wavedashing with Paul is super hard, and I get hit while accidentally swaying instead. I play on Pad, so I feel I've reached my limit, as I play other fighting games and don't want to learn wavedashing in Tekken, as its not a technique I can apply anywhere else. That's okay though, I don't mind being Orange forever. I don't play to reach Tekken God with Paul. We just dont have a healthy Tournament scene where I'm from: So there's a good chance I'm amongst the top 100 in my country, despite being terrible. I disagree with Paul got great 50/50s, or I don't just don't see it. He doesn't have a low which rewards a full combo. His tackle is great; but comparing ultimate punishment to death cradle is bull, the damage isn't even comparable and tackle is much easier to break: There's only 1 very punishing options for paul, whereas king got one for each option break option, making his throws actual mixups. I play Paul reactionary; 'never' using deathfist in neutral is fantastic: The pressure alone lets you get away with a lot, and suddenly throwing it out to whiff punish or in reaction to a slow move is extremely satisfying. All the reason you say for playing Paul could be said to play Heihachi, but why not play D.Jin then? I agree with most of your points in regards to how it feels to play him; but that's vastly different from his actual performance. I just don't see an objectively good reason to pick him. I'll still play him; I love Paul. But he's not an 'optimal pick' - which is why I felt MainMan was off. None of his points are invalid, but the way he expresses how strong Paul is, is completely off - when compared to the rest of the cast. Considering Paul is one of THE staples of Tekken - he should be where he is, as he's one of few truly legacy characters: But he's definitely not a monster, nor should he be mentioned in the same breath as D.Jin, Jin, Steve etc. I hope you understand, English isn't my main language and it's a bit difficult to pinpoint.
b+2,1 is a great move, it's very underrated. If the 2nd hit is fully charged, Paul finishes right in his opponent's face with a +8f advantage = the perfect set up for the demo-man mix-up. The fully charged 2nd hit can be beaten by interrupting it, but you condition the opponent not to interrupt by using the faster version first, which will launch them if they try. If they punish the faster version (which is -12f), that's actually good for Paul in the long run because it will further strengthen their conditioning to not interrupt the string. It's also great as a close range combo ender after the tailspin because the 1st hit knocks the opponent down, and then the fully charged 2nd hit will hit grounded but doesn't technically combo so the damage on the last hit resets for big damage. That last hit can be avoided (which is why it's not technically a combo) but most players I fight take the grounded hit.
@@EternalSilverDragon In what match would you ever be allowed to full charge either hit? You might as well have gone for the unblockable, if you're suggesting the opponent will just stand there. You need many rounds of conditioning to get away with this; and why not just cancel unblockable for the same reasoning? Don't think dropping your combo post-spin is worth it for the second hit. Even if it is, you'll only get away with it once or twice; and the trade for giving up combo enders for a plausible hit seems weird to me. Especially considering Paul can end with deathfist - he's one of the few characters who has a strong single-hit solid ender. And you wan't to pass this up? Don't see the value. And again, fully charging the move is slow - your opponent might think it's a oki tool, which you argue it is. If your opponent can't react to such a telegraphed move; why not just unblockable? Non-charging the move and throwing it out every once in a while is alright; I've had success whiffing the first hit from far away, and delaying the second hit to punish the opponents whiff-punish attempt. On counterhit you get a lot of mileage out of it. Even then, it's not a great move. I'd argue ff4, after Deathfist, accomplishes the same, but gives you better damage (overall) and a lot of wallcarry.
@@nivyan I would suggest you try out the things I said in practice mode to see for yourself. I think it will be hard to fully understand otherwise. It's an excellent move if used properly. I don't see how using or cancelling his unblockable is a good comparison. In the neutral, conditioning doesn't take too long if you use the move often. If you only use it once or twice per match, it might take a very long time. I usually start by using it once in about every four moves I do, until I'm satisfied my opponent knows not to interrupt. And combos, for example d/f+2 > d/f+1,b > sway 4 > DF does 57 damage. Replacing the death fist with dash > b+2,1* does 44 damage if the grounded hit is avoided, but does a total of 72 if the grounded hit connects. Plus it leaves them close enough for more oki. Because of the way b+2 hits them into the ground, the _only_ way for them to avoid the final hit is if they hold back to do a quick back roll. If they take any other option, the grounded hit is guaranteed and it doesn't matter how slow it seems to them. If they do avoid it, then they have only an 11-frame window to interrupt, if they take too long they will get launched again. Evasion doesn't work (despite having an 11-frame window). Often if they do get to their feet they will take the "safe" option of blocking, which will leave you in their face with the +8f advantage. This is a very strong way to end combos because you get a mix-up at worst, and if the opponent fails to get up, the guaranteed damage is easy and seems broken. I get away with this so often and so consistently that I start to feel sorry for my opponents. But at least staying down lets them avoid another mix-up.
People might disagree, but imo Paul in tekken 7 is broken as shit. Deserves a nerf tbh. Pauls deathfist does more damage than most of the characters staple combos. Its ridiculous. You could grind out against paul entire round to 1 hp and you are fucked from one move of paul. I would be ok with the damage, but its barely punishable, pretty fast and does milion damage. Nobody would sidestep it on reaction. Broken move so to speak.
Most characters get more damage out of a faster DF2. Deathfist also has to get a clean hit. Paul could be only considered broken against characters like Jack and Marduk. His skillset excels against them, and he gets some great wall damage against them. In the end, characters like Kazumi, Law and Steve make Paul look pretty weak in comparison. Those characters are just busted.