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

hi guys
want to ask, why Paul standing HP whiff after cr Mk in some range
I lost my chance to punish with std HP after connect with cr MK

and Why Paul cannot combo with EX Phoenix smaher after do Juggle or connect witth wall bounce from partner before(example Law EX Spin kick)

so what best option to optimize combo after cr mk or EX Phoenix smasher

Thanks for help :slight_smile:

because the range where he use cl.hp is kinda weird sometimes. far st.hp should connect always unless youā€™re majorly out of range and reach just with the tip of c.mk.

@ zukuu1
thanks for tip

Paul next Rival battle after DLC release

http://desmond.imageshack.us/Himg839/scaled.php?server=839&filename=bestintheuniversebyblue.jpg&res=landing

Yup, Paul sucks. I think heā€™s easily the worst character in the game. Heā€™s so damn slow and sluggish, you have to predict your opponent in order to properly footsie. Otherwise you get punished for some AWFUL recovery. He also doesnā€™t have the high-low 50/50 instant bullshit that Kazuya, Heihachi, and other Tekken characters have. Bah. Oh well, still so much fun to use.

Yoshimitsu and Kuma are far worse than Paul IMO, the only thing good yoshimitsu has is his airial attacks and his windmill, if you cancel his windmill to a tag-in.
Everything yoshimitsu does is punishable on block, so yeah there are worse characters than Paulā€¦

But yeah other characters are still far superior than him.

yeah i know Paul kinda sucks, i hope EX Sway got armor like kazuya qcf+P
what best Paul combo in Pandora state ?
i know pandora is kinda useless but sometimes i want try in online match( want to get pandora trophy)

Iā€™ve stopped playing SFxTK to tell the truth.
Itā€™s not really because of Paul, cause he was the reason I kept playing it. The game is simply no fun for me anymore, Iā€™ve got so many other fighters to play, and VF5 is coming up in a couple of days. So yeah, unless capcom is bringing alot of changes Iā€™m not gonna touch SFxTK no more.

Best Pandora Combo you could do with Paul is probably something like;
Ex phoenix smasher, heavy punch x super, or ex phoenix smasher, ex phoenix smasher, super (if itā€™s possible).
Paul has only 1 or 2 juggle points as far as I remember, so you wonā€™t be able to do any fancy combos.

Everyone in the cast deals the same amount of damage, some characters has just more juggle points than others, and thatā€™s why characters like Paul are so inferiorā€¦the way they distributed the damage is really stupid IMO, and Iā€™m not talking about specials, but about normals.
All heavy attacks deals 90, all normals 60 and all the light ones 30, except for Hugo and Kuma.

Yeah you could say that some characters has more health or less health than others to balance things out, but itā€™s not a big deal since you regenerate your life back in only a couple of secondsā€¦

Sign up for my XBL streamed tournament. Details: JiBbo's SFxT Dedicated Stream

I hope Paul will get some good stuff like :

[LIST]
[]Better walkspeed, better back & forward dash.
[
]Make all versions of Mortar more speed, damn, this move is so slow, even a bad player can counter you on reaction if he knows that crappy trick.
[]Give him better AA, heā€™s so free against close jumps/cross ups, also gie him better air to air, i feel like his neutral jumps sucks (bad hitbox ? Or it seems so slowā€¦).
[
]Make his 3HK more speed, it looks speed but itā€™s slooooow or make it completely safe.
[]Make Raze more speed, itā€™s slow not that great as it should be against fireball.
[
]Make MP & HP versions of Sway interesting, actually, both are not safe and donā€™t give any reward, so bad risk and bad reward.
[/LIST]
etcā€¦

My wishlist of buffs to Paul look very similar. Besides a re-tooling of his weak special attacks, however, I focus more of my changes on increasing the veracity of his oki and corner games. Any character can be given speed and called a buff, I want to see them make Paul unique enough to be worth being used.

  • I understand making some moves need a sweet spot to fully combo, or whiff crouchers, but doing both on one move and having it be one of Paulā€™s is straight up trolling. Make his shredder 100% jugglable, his shred to c.mk smasher is one of the best meterless wall carries in the game, and he needs it. People are fine without reversals, so id rather it not whiff crouchers more than be given invincibility, but both would be niceā€¦
  • Psychoblue gave the suggestion of smasher being given one stage of armor. It seemed a little gratuitous, smasher really only being used to extend/end combos or punish far whiffs, but come to think of it, giving Paul Kingā€™s shoulder tackle with his corner game and ability to pressure immediately with raze could cement his place as the best wall carrier in the game. My only fear is that this could actually make the move overpowered, so i am still reluctant.
  • make >hp into df.hk an actual tekken string, it is so damn clunky.
  • as you said, morta punch being safe means nothing when it is so easy to counterhit, speed it up.
  • either buff his throws to 160, to tell people that he is one of the best in incorporating them in the cast, or give him a few frames extra recovery from them so he can mountain raze in just as he does with smasher.
  • obviously Paulā€™s strongest aspects are his oki and wall carry, and he gains some additional options when they have their back to the wall, but iā€™d like to see something besides enhanced raze combos and demolition man comboing to make him more of a threat. Right now his biggest move in the corner is tagging in a zoner and giving them a full stage to walk back in.
  • I feel sway was meant to be an integral part of his game but as it stands now it is pretty much unusable. Make MP followup slip on counterhit to give it a reason for existing, and HP should at least result in a hard knockdown, and either became a low hitting attack to create a mixup or make the already existing animation safer on block. With EX, how about shortening the freaking 12 frame punishable gap between its periods of invincibility?

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I donā€™t care even if he has Ryuā€™s walkspeed and the frame data on Ryuā€™s cr hp he would be good enough for me.

Only had a few minutes but i jumped in training to see if anything about Paul was different, saw zero changes. Hopefully somebody found something? Maybe he got better frames on uh, anything?

There might be some small changes, but nothing gamebreaking probably.

Btw there is something that I forgot to share with you people. You can use Paul his mountain raze to get rid of cross up pressure. Paul is far too slow to walk under a cross up, so you are always forced to block every incoming cross up.
So next time people are harrassing you with standing jabs and jumping attacks, just mountain raze yourself to safety :slight_smile:
I often used dudley his duck to escape vortex or cross ups, thatā€™s how I came up with the idea of using Paul his mountain raze to escape.

Donā€™t use this on wakeup tho, only if they are jumping at you after you blocked their strings.

I think his s.lp got the same treatment other characters have undergone (less frame advantage), at least from the feeling of it from the 10 seconds of testing x). otherwise I didnā€™t really noticed anything else.

I got the same feeling with his s.lp, but Iā€™m not so sure if itā€™s just because I havenā€™t played SFxTK for a long timeā€¦Not that much of a difference anyway as long as itā€™s positive on block Iā€™m content :slight_smile:

Aw, but the +9 on hit, 5 on block was so damn sexy for working in his max damage throws, he needs dat jab. I kind of understand a universal jab nerf, but I did not think Paul was rushing anyone down.

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Some people said his walkspeed has been improved, i tested it on training and no, i feel that crappy walkspeed is exactly the sameā€¦ poor Paul. =(

Anyway, iā€™m not sure to purchase the DLC or notā€¦

Just wait until the next patch is released cuz there is no garantee that the game will be fixed. And itā€™ll be a waste if u bought the DLC but werenā€™t able to play with anyone due to SFxTK dying out.

I kind of have that problem. I am addicted to this game but None of my friends play fighters at all and my internet is so ass online is impossible. Mayhaps I should get out from under my rock and join the NYC scene.

As for the DLC, you can always wait. If you are in the game for the long haul I cannot imagine why you wouuld not jump at the chance to find another main or someone who could end up a perfect partner for your main. It is not like it will get more expensive if you wait, though.

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I bought SFxT several weeks after its release and at the beginning to be honest, i was really enjoying the game, Paul is weak for sure but i wasnā€™t really bad with him after learning his bases (thanks a lot for the guy who doing the combo thread).

But i donā€™t know, for the long haulā€¦ i just played less and less the game and finally stopped it, i think the main reason is the game was quickly dying, it was very hard to find some players, a lot of players had abandonned the game and some other games are arrived (not only fighting games) for me. Of course, it was some things that bothers me like OP Gems and some weird things but it was not too much for me, i was not hating on the game.

So yes now, i think i will wait what will happen with this game, my main was Blanka on SFIV and i was waiting for him, but he looks not good.