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

Hey, something I’ve realized after hundreds of Phoenix Smashers. It being used to end most all combos is glorious what with its pushback and damage, but I feel if someone has very little health after a combo, ending with a smasher allows them to tag. It is not a free tag, you get a free jump-in combo from it which can be really deadly, but it is not as good as being able to finish the first person off. Any ways to get around this?

hk raze after smasher and you’re in their face before they can get up.

You can do a meaty Mortar Punch on their wake-up.

It happend to me last night versus a friend. Looks like Mortar punch has invincibility to legs during part of the jump

http://imgur.com/a/2NhWS (13 screenshot frame by frames )

The last image occur several frames after(just to show mortar punch actually hit) but the thing is Paul Mortar punch has avoid the 7 active frames of Phoenix Smasher.

PS :The first active frame is one frame after he extend his fist
This one :

he simply has no hurtbox around the legs. that’s the reason you can use morta to avoid projectiles. that’s pretty common for most jump attacks for many characters.

After just messing around in training mode, i found out that paul can whiff cancel his fierce overhead. It can only be done with Smasher (and ex).
If somebody could check it out for themselves, just to make sure I’m not tripping.

It just seems paul is canceling the overhead during the last few recovery frames. Strangely enough, no other special move that i tired can be canceled from this move besides smasher.

Yes, he can whiff cancel his f+HP overhead into smasher, and probably into Super as well (not that any1’s gonna do it; just saying)

He can only cancel it into smasher and super. He can delay the cancel a little, but hit confirming is really difficult (if you cancel it into smasher too late, f+HP into smasher will not combo).

if you just speak about whiff canceling, then ignore the rest, but if not… that overhead into super (or smasher) is one of the best techs paul has available. it’s a crucial and vital point of his pressure / mix up game and that one tool that makes him lower mid tier. I’ve been using and hitting it countless times - even against good opponents who know paul. it’ll hit at some point and when it does it means decent damage. I’ve been thinking of the new “+20% damage if you super” that’s exclusive for tekken characters, since I’m using paul’s super quite often.

paul can cancel his f.hp into smasher/super (and df.hk btw) because that is a string from tekken.
[media=youtube]vUgHCjQuqkI[/media]
@ 54 seconds around he does both, f.hp into smasher and df.hk.

Oh I was talking about whiff cancelling only. Sry for the misunderstanding.

ex sway has in no way full low body invulnerability I’m getting beaten out by nina’s c.mk all day long.

Meaty cr.MK? Nina’s cr.MK seems to hit a pretty high point for a crouching kick and Paul does hunch down a lot during sway, so it might be possible that Nina is actually hitting Paul’s waist.

If it indeed is a meaty cr.MK then my bad.

dunno exactly. happens often while I’m trying to find uses for ex sway but it seems to fail me all the time =/
it should have “low crush” instead of “low invin”, because it really only seems to avoid LOW hitting moves instead of “low” hitting moves if you get what I mean.

well, at least one setup for the corner is pretty neat and basically avoids almost everything.

Crushing crouch attacks would have been awesome, but I guess they really wanted ppl to use launchers for that, cuz it seems like a really rare property for special moves.

there is plenty of “crushing” on special moves. kuma crushes airborne, kazuya crushes high,mids and airborne etc =/

Oh, I was referring to the crushing crouching attacks only. Several Tekken characters have at least one move that crushes airborne/standing moves. I do hope they will change this for Paul for the upcoming balance patch.

Hwoarang, Dhalsim, Ryu and Nina have a low crushing move apart from launcher. I’m so hype for a balance patch for this game (as well as a change to assist gems, super+cross art timer freeze / health reg etc). paul doesn’t need much to be more viable imo, but a lot of small tweaks to some moves would be great as well (mp/hp sway someone?). I want more speed / better dash and shredder 5 frames startup with ex having 6 invin frames the most.

On the contrary to my hope, I think Capcom will change things like making LP PS -5 on block instead of HP PS. Other than that I have no idea what they might change (maybe lengthening hitstun of f+HP or f+MP, and maybe making MP sway overhead)

why more hitstun for f.hp? you cancel it into smasher/super anyway^^
even with mp sway as overhead it still would be bad. dunno, it needs some special properties such as low crush or ground bounce. :stuck_out_tongue:
same for hp version, wall bounce as ch or something and better frames.
but that would be making gimmicks more worthwhile. I’d rather have some improvements in his core game (Y U SO SLOW?!).
all smashers should be -4 :stuck_out_tongue: there, I said it. x)

I’m not hoping for those changes, but rather guessing what they will do. Capcom always goes for those weird, minor changes as long as it’s not a nerf.

Actually, more hitstun would ensure smasher to combo from f+HP no matter how late you cancel it into, which means you can hit confirm it reliably. At the moment, if you cancel it really late, it doesn’t combo on hit. I know I should improve my reaction and hit confirm better, but if they can give it a bit more hitstun/blockstun, I will be able to hit confirm from it and cancel into either smasher or df+HK depending on whether the opponent blocked or not, especially if it hits a standing opponent.
It is not a change that will make Paul shoot up a tier, but it is still a buff, and from experience I can tell that Capcom likes doing those kinds of buffs.

I’d rather like to see the changes you suggest, but I think the chances of them are pretty slim except for HP sway doing wall bounce on CH. They didn’t post anything on their blog last week, so I’ll be waiting for this Friday and see if they post anything about Paul. I’ll be translating it here as soon as I see it.

well hammer punch is -7 on block, so you don’t really need to hit confirm it, just go for it as smasher is “safer”. this way you can input qcf and depending if you see it hit or not input the PPP or HP. as far as I can tell super always connects, even if done very late. tho, it can be safer to not do it as the opponent awaits a smasher and don’t react to fact that you don’t do it.but yeah, I’d like to see that f.hp, df.hk combos (as should the whole string on hit!).

I don’t think paul will get anything in the upcoming “fix”. it’s meant to remove infinities not as balance patch - the fact that they slightly nerf divekicks is just a bonus. I dunno if they will make a patch ready for the DLC characters or wait to see how they turn out to be and fix them later in a yearly update. so I wouldn’t get my hopes up to see a paul change till either late 2012 or around march 2013.

also, yay for translation!