yes Its for safe tag ins which is very important
Can you try punishing with Ryu’s super?
No i’ll test now against super and spd
Never mind everyone it is not safe at all sorry
Edit: After some testing I realize now why I was confused
Safe tag PS’s safety is determinate on what spacing you use
If you are too close you can get stuffed by anything if you hit them with the tip of it then you are
safe from everything that is not a super or command grab
dat lp sway is so godlike to build meter. just get into life lead and build meter to your liking. if they don’t have a projectile they are FORCED to come or you gain some huge advantage.
also making use of somewhat guessed ex sways, seems low risk / high reward for now. depends on the character, current meter and player tho, as some CC can lead into huge damage, but at least they need to spend some.
If you land a launcher and Paul is tagged in, I like to do st. LP > Hammer of Gods (F+MP) which gives you a ground bounce > st. HP > HP Phoenix Smasher. Looks pretty nifty!!!
you can squeze a s.lp before hand? that’s new to me, but it’s also not something one need to know as I’m pretty sure that it actually will decrease the damage overall.
Some early tech, i got a little over 100 ranked matches and tested various setups and approaches with Paul. Here’s what I’ve noticed:
[LIST]
[]Hp. smasher is really good. Relatively safe on block and 30 chip damage, and leaves you at cr.HP antiair range.
[]lk. up kicks are a great far antiair. The hitbox on the front is insane. They’re also safe if you hit from far away.
[]Paul’s wakeup game is terrible. Safe jumping the EX kicks is too easy. If you’re knocked down just try and block.
[]lk raze into cr.mk looks like a two framer, but it could be 1 frame because i only hit it consistently if I plink.
[]Cl.mp is your multi-purpose tool for hit confirms. its fast to come out but slow to go away giving you plenty of time.
[]A very good trick after a blocked j.mk is to do cl.mp and frame trap with cr.mk XX mp.meteo smash.
[]After blocked meteo smash, cr.mk (charge cancel) dash foward grab, or cancel into another meteo smash.
[]far standing strong moves you forward. A bit like makoto f+mp.
[*]I haven’t been punished out of paul’s super once. It feels as if it’s safe. It’s also very invincible and can be anti air.
[/LIST]
That’s about it… I need more time but so far Paul seems low tier. Why did they give him yun’s up kicks?
fixed that for you yun’s upkick properties would be a blast.
really, shredder is the worst special I have ever seen in a street fighter game. even dudley’s thunderbolt has more uses : X
new/more frame data:
so updated everything, hope you like it (can be accessed in the combo thread for future reference):
a correction: since I used guile’s ex flash kick, which is listed in the guide as -6 to determine pauls hp smasher block disadvantage I thought it was obviously -6, however ex flash kick is actualy 5 frames or better and I was not able to hit him with rolento’s c.mk (6 frames) making it -5 on block [would be nice if someone confirms it]. I also tested morta punch, since it was mentioned as -3 in the actual description in the guide. it’s definitely not unsafe, so +3 is likely right.
At first i was kind of skeptical of paul…but with his mortar punch mix-ups, safe phoenix smasher and beefy 1050 health i think he might just be…THE TOUGHEST FIGHTER IN THE UNIVERRSE!!
safe is not a word that comes to my mind when I think about smasher.
what is pauls man way around zoning ?
So I’ve been trying to pick up Paul to be my number 2 behind Sim who I think is pretty strong this game. I’ve foudn that you can cancel f+hp into PS but I can’t get it to cancel into other specials. I’m really having a hard time picking paul up cause of his normals, I’m having a difficult time getting back into offense after blocking mixups since most of his normals seem to have bad range. Any tips on that would be nice.
Another question I have, can you not combo after EX PS in the corner?
Is it just me or is MR a terrible terrible special.
Also been trying to come up with post tag combos which is important for sim’s partners. I saw someone above mention c.lp into f+mp but I can’t seem to get that to link. I’ve been relying on c.mp, s.mp into either l shreeder +tag cancel or just PS.
Also given his crappy AA or reversal options I’m assuming he is going to rely on Air to Air combat and cross counters for defense, to you all seem to get the same opinion?
walking forward, hk/ex raze through projectiles. jumping over them, good timed morta and tagging paul out and let your other character deal with it :3
ex ps has too much recovery to do a followup in the corner. at least that’s my testing result.
f.hp can only be canceled by smasher (in tekken he has a similar looking “combo”), nothing else. consult the frame data picture in the combothread to see which moves can be cancled
by what. you will also find post tag combos there. after a cross rush/launcher you can do s.mp, s.mp, c.mk xx smasher rather easy. s.lp, f.mp, s.hp needs to be linked (if you do it too fast he will chain it obviously), if you have it down once it’s pretty easy to do.
mountain raze is actually one of pauls most important moves, as it extends his combos and is core of his most damaging bnbs.
cross cancel will in general take a huge huge part of the gameplan. in the early beginning many people don’t use it as much as it should be used, that will change. trust me.
c.hp is a “decent” enough anti air. it’s range of use however is limited as the hitbox is rather small and only hit “above” him. early shredder is another option, with 10 frames of start up it’s even slower tho. far s.hk against far landing empty jumps (again slow²), s.lp/c.lp/s.mp has also uses as anti air in particular situations. cl.mp is very good as well. needs some timing but it even beats some cross up attemps.
thanks for the info and i read that phoenix smasher is -5 on block but if i space correctly can i be safe?
if you hit with it meaty on the last active frame it can be up to +2 on block. however, only possible on wakeup. it’ll always hit with the first active frame, no matter how you space it against a grounded opponent, as he stretches out his arm and then the active frames start. (afaik)
so i gotta use it like jaguar kick ?
More tech from your friendly 1.5kbp Paul:
[LIST]
[]Raze has upper body invincibility around the head. Doesn’t have much use except getting under things like sagat F+HK
[]DF+HK can be cancelled into it’s followups even on whiff. Demolition man is safe on block. The follow-ups arent a blockstring, they’re a frame trap, so they can mash dp in between. No one can react to it tho, at least no one has.
[]DF+HK has a great hitbox and will stuff some low pokes. It’s very slow tho, so only use after you have frame advantage or meaty.
[]F+mp is sort of invincible on the punch and arm until elbow. Against character without long range air normals, you can anti air with it.
[]Best meter efficient mid screen BnB’s IMO is s.mp, cr.mp OR cr.mk XX ex PS, F+MP (tricky link), far s.HP XX Hp PS
[]Best meterlless mid screen is s.mp, cr.mp XX lk raze, cr.mk XX s.hp OR Hp PS (if you want to stay close use s.HP)
[]In the corner, never use meter because you can juggle for free with any raze.
[]After raze in corner, cr.mp, cr.mp, cr.hp XX PS seems the best option. Mk. shredder can be used for tags but you have to wait fir it to hit twice and THEN cancel because other wise you will tag and lose 2 juggle points while raze finishes.
[*]If you want a flashy swag combo to end a match mid screen: s.mp, cr.mp XX lk raze, cr.mk chain s.hp XX ex (lp+hp) morta punch. It looks so good your opponent will be sweating salt.
[/LIST]
Btw, for those wondering, juggle system is very simple: 3 juggle points per launch, and 4 special juggle points. If an attack makes the opponent leave the ground, even if it’s a ground bounce, it already uses 1 point. Normals require 1 juggle point and will also consume a special juggle point, specials and supers require 1 juggle OR special juggle point. If there’s 1 of each, the special will consume both. Tag cancel resets the juggle point count immediately, so if the character you tag out is still juggling, it will consume the newly aquired points. Once you know this, it’s easy to figure out what you can and can’t do.
Oh i forgot, after a hit with PS dashx2 put you in range for safe meaty Hp PS and it will kill reversals that have low invincibility frames like ryu non Ex shoryu. You can basically harass people to death. For osme reason some chars can jump out of it, others can’t, it also wont reach small chars like xiaoyu. so keep in mind.