"Ain't my style!" Paul General Discussion Thread

for combos see the combo thread. there are better meter efficent combos posted there (4 in fact) and a slightly better mid screen combo.

that setup doesn’t work, unless I’m doing something wrong. dashx2 has too much recovery, the smasher doesn’t hit meaty, just a normal smasher.
after a smasher you can do a hk raze to build some meter and be close to them, perfectly in the middle if they tech roll, so you have the same options to both sides. in fact, you are in lp morta reach which is kinda good against rollers.

btw new flashy (but useless) doublebounce combo: ex smasher, f.mp, f.hp, super

I’m pretty sure if you double dash as fast as possible it’s meaty because i see my fist reach them before they get up. Try against hugo make him jump, then practice the timing. The combos i posted weren’t best, just the most practical in a fight situation. I can hit them without thinking 100% after my jump in, some combos people posted are situational even if better damage wise. I did find it very helpful and tried all of them, this is just a result of trial and error. Paul is very weak at rushing so if you land a hit its better to make sure you have a reliable multi purpose combo.

can’t get it to work. can you record a video? (just record paul doing it, then you can even use a mobile phone) doesn’t matter if it’s shaky etc.

well “best” and “most reliable” are different things. just a heads up that it’s not the “best” damage option^^

So actually got some devoted paul matches in today to try and learn some more about him. Neutral jumping roundhouse is great AA to stop front facing jump ins. Also realize that you have to do s.lp to get the ground bounce post tag, I was doing c.lp out of habit. Still can’t link anything after his raze’s thats not in the corner without EX. Also with those combos in combo thread that are cl.m c.m into ex move, you can easily do cl.m c.m s.H into ex move.

I still find his crouching normals to be subpar AA so I’ve been trying to use the sways, neutral jumps and foward dash to try and avoid the bad jump in angles, its to risky to trying his crouching normals against alot of characters with long reaching high priority jump ins. I still need to figure out the best normal for jump ins himself, ya his j.mk and j.hk are incredible ambigious cross up potential but they to suck in air to air combat, I’m thinking the normal to use might be j.hp but its hard to say because character to character are totally different situations.

what ive been doing after an AA cr. fp is cancel into P smasher and then dash cancel out of it to pressure my opponent, it works pretty good in my opinion, as long as you dont get your crouching heavy stuffed : \

chain combso greatly reduce the overall damage quickly. I’ve listed them in the combo thread as well for 1 bar so far. the longer the combo gets the worse become chains (even 2hit) and they are nearly always worse when you end in a super/cross art. cl.mp, c.mp should be replaced by cl.mp, c.hp anyways if possible.

lk raze to c.mk is a 2 frame link (you can also plink it btw).

c.hp xx mp morta works well as it combos on counter hit and is a “free” pressure on a normal reset. it also gives a groundbounce which I wasn’t yet able to do anything with.

while your trick is a very good idea (and im going to steal it for some times) my idea gives you the option to at least guard if they throw out a reversal if they werent counter hit.

For air to air, I’ve been having some luck w/ Paul’s j. LK…doesn’t do good damage but man it sure is great not to have your air to air normal get beat out all the time UGH!

Yeah I seem to be having the same issue with air to air meet and greets. I’ll give his j.lk ago next time I’m on. I’ve been trying to adapt lk.sway into the mix inorder to avoid the jump in pressure completely. I think also, getting those first few anti airs in to calm your opponant down (everyone seems to be very jump heavy atm) is key to allow Paul more time to buuld up his own pressure game.

Anyone have any tips against Rufus. His dive kick pressure is killing me at the moment. When I played Bison in SF4 I felt nj.mk worked wonders if they got dive heavy. Anyone feel this would be the same with Paul?

Also, was wondering if we could start to get a matchup thread sorted? Even if it’s just bits of info atm, every little helps.

But yeah, I was determind to play Paul when I saw his reveal trailer. Even with his downfalls, he’s still a pretty fun character to play.

Till now I just played Single Player with Paul once and had also problems against the alknowing CPU with Rufus… Seems a hard matchup ^^ But I never liked to fights against the fat guy ^^

s.lp and lk.raze or ex raze to beat rufus dive kick. I think it’s really early to start drawing match-ups, I’d wait for another major to pass and see results cause some chars that are a problem right now could have some weakness
Some other stuff:
[LIST]
[]hp sway has lower body invincibility.
[
]s.lp will stuff some cross-up attemps.
[]I confirmed that meaty PS will trade with ryu’s non ex shoryukens.
[
]Raze sucks as a projectile punisher except for dhalsim or chars with long recovery.
[*]Super art is a viable far anti air.
[/LIST]

Have you tried jump MP? I’ve had some success with that. Any specific characters you’re having issues with in the air? King seems to have some pretty good jumping attacks.

How should I be putting pressure on? I’m just having a hard time getting in.

like paul is in general. slow but brutal. walking / wiggle forward, neutral/forward jump, hk raze against projectile mid screen (travels quite a distance, from 5th frame projectile immunity), morta against some zone pokes. don’t force yourself in tho, if you have life lead against a non proectile char just lp sway your meter up to you liking. they need to come.

@a2a topic.
his jump attacks are all terrible. j.lk seems the worthwhile as j.mp is too slow and need to be inputed very early on. if you “jump into” an air opponent j.lp seems the best.

I’m in kinda the opposite boat. Against projectile characters (namely Akuma and Guile) I’m having a trouble getting in when they play the runaway game. I swear Guile is more of a brick wall than he was in previous games.

Yesterday I had an Akuma run away for the last 30 seconds and I couldn’t do a thing as I couldn’t catch him. . Raging would be an understatement. :smiley:

I think that’s where a balanced team makeup comes in. It’s easy to swap to a teammate when they play run away, so I swap to Paul’s teammate. I would think you will want to build a team that doesn’t have the same weaknesses.

lk shredder, switch cancel against a standing opponent is safe.
hp sway, switch cancel is also safe for your 2nd character, paul can still be hit for a few frames tho.

Terrible jump attacks? Neutral jump heavy punch and towards jump mk are great.

nj.hp is good. I spoke of angled jumping and for a2a tho. j.mk is too slow, hit box too deep.

Since hp. PS is so fast and trades with some uppercuts, I was thinking Paul might have a viable “oki” game. All we need to do is find a safe jump set-up so we can buffer the phoenix smasher so that if it whiffs the smasher will come out and the situation is reset. You would have to do quarter circle back punch, so if the opponent rolls the game will read it as the PS… this is all theorycrafting as i havent gotten the chance to test it yet… but if it’s possible then we might have ourselves a paul vortex, cause if you can OS ps you can OS morta smash which is safe and plus on block, and if they know PS trades they will just block cause they will be at adv, but then the morta comes at them :open_mouth: