want to ask about Paul game play, after you succesfully knock down opponent with Phoenix Smasher(deathfist)
what will you do ? what best option ? follow up or tag(calling your partner) or sway lp to gain meter ?
and if blocked what best option to get away from punish combo( ryu can punish this very bad from cr mk:()
and which best solution to get in opponent ? with mountain raze or shredder kick ?
Phoenix Smasher does the most damage, but itās only safe against SOME characters and you can also lose your pressure. You can use HK mountain Raze to close the gap if you punched your opponent to the other side of the screen with Phoenix Smasher, but the problem is that they can get up too quickly and react to your jumpins.
Mountain Raze is heavily punishable on block so you should never use it in a blockstring. Use this move in combos or to close the gap between your opponent when they are knocked down on the floor.
Mortar Punch gives you āalotā of frame advantage on block (I think +2 of +3), so thatās the best move to use in blockstrings. You can also evade fireballs and low attack with this move, his hurtboxes are really high. I even evaded a standing HP from Marduk with this move. Itās one of his best tools, the only downside to this move, is that it has a lot of startup frames. People can jump away or counter you on reaction.
What I do after Iāve done a Phoenix Smasher is empty jump, Phoenix Smasher. The second one is a meaty phoenix smasher, and I keep doing this untill they block it, then I stop doing it and try to get in as fast as possible. If Iām playing against ryu, I usually switch to my partner. Ryu is simply too hard for Paul to deal with I believe, his AA are too good and his normals are also simply too fast.
Itās best to use Paul with a character who can get in easily, like Abel or King for example. I usually put King/Abel first and Paul second. I would tag Paul in with a crush rush and end the combo with Mountain Raze then safe jump and apply further pressure.
If Iām having the life lead and my opponent is turtling and trying to outpoke me I usually just LP sway to gain meter and let my opponent come to me.
Btw if youāre doing a chain and they are blocking it, end it with EX sway, it gives you frame advantage on block so youāre safe and good to go
If you are not very skilled then Paul is gonna be hard to play with. He requires a certain amount of skill to be effective with, especially against all those OP characters like Ryu, Rolento etc. So donāt feel bad if you are losing with Paul a lot. Use him as an anchor and team him up with someone very strong like Ryu/Kazuya or someone like that. I also wouldnāt give him any power or speed gems. He doesnāt really benefit from it. Itās better to give him either meter or defense gems. If you have a lot of trouble with Paul, just give him all out defense gems. That way people will have to try harder to kill you and you can make more mistakes and survive longer
Btw Iām recording and editing that Safe jump right now as we speak =)
And here is the result.
This is the first time I ever recorded and uploaded a video. I donāt own a videocamera or anything, but my brother had a cheap digital camera that can also record videos, so I used that to record this.
Sorry for the low quality but this was the best I could do, I hope that this will be helpful to at least some of you guys.
Here is the 4frame safe jump.
[media=youtube]g9fs8N4gLE0[/media]
I also recorded some matches of me and my brother (Yoshi/Marduk) playing Ranked. Itās no high level play whatsoever, itās just to give you guys an idea of how I play Paul. Didnāt had a lot of matches to chose from either, but itās pretty representative of how I play.
Guys cmon, Paul is in bad shape in this game. He plays like a character that should be in ssf4. He has horrible wake up recovery, shedder kick is awful, normals (except jab) are ugly, walk speed is horrendous, and ex sway with no invincibility. He is a punching bag for mid to high tier characters. Capcom patch this eraser head, please;( make him viableā¦
I think Paul would get dominated if he was in SSF4 to tell the truth. With no alpha counters, no option to roll, and better AAās than in SFxTK. It would be even harder for him to get inā¦
His shredder kick IS awful, there is absolutely no reason to use that move except for the invincibility. His ex sway has only lower body invincibility which I think is stupid, BUT he has + frames on block, so thatās alright I think.
Paul has indeed no wakeup options, and he can seem alot of times like a punching bag. You can only solve this by using his alpha counter, and luckily for him itās his Phoenix smasher
Only thing I wanna see changed is his Shredder kick, I want it to be like yun, meaning INVINCIBILITY, with EX and heavy version hitting low.
But yeah who knows what will change with the upcoming patch that capcom is promising us, we can only hope and make the best of what we already got
Honestly, i just want a better walk speed, better dashs too and better normals on the ground and on the air too (more fast), i also want an AA for close jumps.
Iāve played 189 ranked games and won 132 of them (70% win rate), with a current win streak of 11 and a longest win streak of 22.
Iām currently ranked B with 5024 BP
My top 5 tag teams are
Paul/King 161 times
Paul/Law 94 times
Paul/Yoshimitsu 45 times
Paul/Ryu 40 times
Paul/Guile 37 times
Iām doing pretty good so I donāt think that Paul is THAT bad.
I can understand that you want a better walk speed and better dashes, cause he is slow as f*ck. But his ground normals arenāt that bad are they ? His crouching MK and HK are pretty decent if u ask me. He also has no problem doing combos or hitconfirmen up close either. His A2A is a bit too slow indeed, but so is Cody his A2A and he has the same Air attacks as Paul (Well actually paul has the same as cody, lazy capcom -.-)
The big problem is that Paul is free on wakeup, people can harras Paul with no fear, heās a living punching bag. And that doesnāt fit Paulās character design at all I think. If they gave his Scissor kick the invincibility that it deserves AND needs, then he would;
have a Reliable Anti Air attack
wouldnāt be free on wakeup,
wouldnāt be a punching bag (no jab jab jab jab all day)
get the respect that he deserves
Paul has always been a hard hitter (even in Tekken) and I think that they wanted to go for the slow but heavy hitter approach with Paul, kinda like they did with Cody in SF4. Only difference is, cody has good AAās and at least one āget away of me moveā (EX Bingo).
[LEFT] [/LEFT]
[LEFT]Cody is a heavy-hitting frame-trapping rock-throwing tank of destruction. When Cody has mom**entum and traps the opponent at short range they are at his mercy. He has a truckload of options, baits, feints and counters that can meet almost any situation along with powerful attacks that deal lots of stun.[/LEFT]
[LEFT]Codyās weaknesses lie around his wakeup and mobility. His only reliable reversal is EX Zonk Knuckle and without EX he is completely helpless against rushdown. Codyās backdash is also poor, covering little range and being very slow. In terms of mobility, Cody walks very slowly. This worsens his throw game considerably and hurts all his approaches to begin his damaging offense.[/LEFT]
sounds familiar
If youāre having problem with paul getting in, simply put him on anchor, and tag him in with your partner. Go for the safe jump setup and keep pressuring, harrasing your opponent
With all the shortcomings he has, thatās the only way to use Paul the most efficient I think.
Guys try light or medium mortar punch after a clean anti-air cr.HP. It catches many players off guard because they tend to crounch right after the anti-air. The damage for cp.HP is 90 and mortar punch is 90 damage. Please share strategies guys.
Iāve been saying this since dayā¦ dunnoā¦ one or two x)
indeed c.hp xx mp morta (mp version will always hit) is indeed a free almost meaty āmixupā if you hit them as non-counter hit and will combo if you hit them in the case of a counter.
Iām getting the feeling that any usefull information about Paul has already been said.
Heās not that complicated anyway, heās pretty straightforward, he just has a hard time against half the cast XD
Does anybody know? Paulās St.Mk can beat the Shotos Cr.Mk Clean. Test it out in training. Also, St.HK can be used against them also. And St.Lk is a godlike poke against Cr.Mk.
His MK is actually really good, and the range is not that bad either. I use it frequently to poke and to punish blocked chains, never used LK though, didnāt know it could beat low attacks either. The startup of LK is also pretty big for a light attack, wouldnāt crouching MP be a better option instead of standing LK since they both cover the same amount of space ?
Iām not too fond of Paul his Standing HK, I think that the startup and recovery frames of that move is far too big to be considered āusefullā in my opinion.
Just going by what I know, but Iāve never seen a Cr.Mp beat a Cr.Mk, I guess because of the hitboxes. Cr.Mp is kinda in the air whilst Cr.Mk is on the ground. I personally think that his Cr.Mk is better than the Shotos, it just doesnāt possess the same speed. I believe the reason for the startup is because it is a quite ridiculous poke. (Well in my opinion). Test it out in training mode to see what I mean.
Just tested it, Paulās Cr.Mp is ineffective against the Shotos Cr.Mk, St.Lk/St.Mk all the way for me.
Yeah youāre right, good find of the St.Lk, looked pretty useless cause the range is small and the startup is too big. Might be useful after all
Donāt think you should use his St.HK that much though just look at the frame data.
It has alot of startup and recovery frames, youāre basically screwed if your opponent jumps. But hey if it works for you, no problem right, just donāt overuse it I think
Far LK
Startup: 8
Recovery: 9
Far MK
Startup: 10
Recovery: 15
Far HK
Startup: 15
Recovery: 26
And I still prefer Ryuās crouching MK over Paulās though. The startup of Ryu his Crouching Kick makes it so good, cause he can punish far more easily than most of the cast. Even the difference of 1 frame can make a move useful or useless .
Paulās crouching MK
Startup: 7
Active: 3
Recovery: 16
Ryuās crouching MK
Startup: 5
Active 5
Recovery: 16
I agree about Ryuās Cr.Mk, but you know if Paul had anything as similar heād be the best, lol. Youāre pretty much right about St.Hk, but sometimes it good to take a risk, just not all the time.