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

Yoshimitsu really was the worst character in the game tho. The only good thing he had was his windmill and that’s about it.
If your opponent had the life lead then u could just forget about winning with yoshimitsu. Don’t bother doing an overhead cause your negative on hit (and to some characters even punishable), don’t bother chipping your opponent either cause you’re punishable on block. The dude had absolutely nothing safe, even tho they buffed him a lot now, I don’t see him climbing that much higher in rank.

Paul didn’t need a lot of changes only some tweaks IMO, that’s why I only hoped for a reliable AA/reversal. Yeah his walkspeed is slow as f*ck but so is Heihachi (still I hope they buffed his forward dash enough).

When I first saw the changes I was bummed too, they took away his st.lp and they nerfed his throws. I didn’t really care for the other changes because I was too caught up by the nerfs.
But then I took a closer look and started looking things from a different perspective. Spamming jab all day is pretty idiotic, yes it was his only way to approach the opponent but still. I always felt bad for doing so, ya know >.>
They buffed his sway and his mortar punch a lot, so now we can at least approach our opponent in style, and open them up by frame trapping them (or somewhat try at least), rather than spamming Jab all day.

I admit that I’m still a bit scared tho, cause all the other tekken character also got buffed. I don’t think that Paul will rank a lot higher either, but at least we now have the tools do deal with pressure. We won’t be a punching bag anymore :slight_smile:

Dinner now but I saw the changes just now and am much more optimistic than zukuu. Gimme a sec and I will say my two cents.

thing is, morta, while doing more damage, is still beaten by ANY attack as it’s SLOW as f*ck and the only tight trap you could do was with c.hp, which got its hitstun nerfed by 12(!) frames. once you know the paul mu you’re almost tool-less really. with s.lp gone, only other thing that is scray is his f.hp mix up - which, if looked out for, is easily blocked. his throwing game gets better tho. his punishing game is very bad now too. can’t punish anything that is <-5 when he is not UPCLOSE.

I’d argue that yoshi was the worst character. he has some ridiculous resets and setups and builds meter like there is no tomorrow, also has an abusive j.hk/j.hp.

Anyway, I’m happy with what we got, but it won’t make Paul jump the tier chart much, he probably needs a bit more adjustment to be REALLY viable.

I agree Paul didn’t need better anti airs much (2f less c.hp would have been enough really) - other things are still bad: his jumping game, his mobility, his unsafe pressure game, his slow pokes. at least we got a reversal now, that makes up for ALOT.

that combo is still possible (and way easier now), but it does less damage then the new link cl.hp, c.mp.
After a second look you can now also do c.mp, c.mp - ryu like. chained into s.hp xx ex smasher / super / launcher could be a decent close up block stun pressure game, as c.mp has the same block stun as the new s.lp (2 frames), so a 3 frame trap or just comboed into raze. in the corner you might be able to do cl.hp, c.mp, c.mp xx raze…
s.lp, cl.hp is also now possible, if the push back isn’t too much.

I’m just objective and see it in context to all characters ^^ - that doesn’t mean I think of the changes pessimistic. And of course, we have to play it ourselves to make a profound judgement. I like a lot of them and think some are very interesting.

@zukuu

But isn’t he considered airborne when doing the mortar punch now, he’ll probably go over low attacks, meaning you can use it to tech trap people.
He’s also + on block so I’m really happy with that, I thought that they would nerf that to tell the truth.
Even if they know you’re mortar punch mixup you can still do some kind of 50/50’s tho, you can either grab, go for demo man, overhead (x super), MP sway back or even DP !! :smiley:

I’m not the kinda guy who easily calls a character the best or the worst in a videogame but Yoshimitsu is an exception, I have a lot of Yoshimitsu experience and that why I’m saying that. But even if I didn’t, you can just look at his frame data and tell that he sucks. Yoshimitsu will absolutely never win from a Ryu player since he is at least -3 on block with almost all the moves he does, Ryu simply has to block and reversal with a DP.
But yes you are correct he builds A LOT of meter (crazy windmill) and his J.hp is heavily abusive, AND also freaking annoying, my god !! >=(
But those things don’t matter if you have less life than your opponent.

I don’t think that we will ever see drastic changes to Paul, this is what Capcom has in mind for Paul this is their view of Paul.
A slow character who hits hard, that’s why I don’t think that they are gonna increase their walkspeed. It would be a huuuuuuge buff if they did tho, you could pressure far more easier, but that’s never gonna happen I’m afraid :frowning:

I did think that Paul needed better AA’s tho, his cr.HP just wasn’t good enough. It was only reliable if you spaced it correctly, and even then you would sometimes trade. The problem was not that it’s not a legitimate AA, it’s just hard to space it correctly because his walkspeed is sooooo freaking slow, even if you wanted to position yourself better, more often than not you couldn’t because if your opponent was smart he would jump at the right angle to beat it.
And like u said his air attacks are also really slow so you couldn’t jump and commit to an Air battle either.

@Samuel

I don’t think that Zukuu was pessimistic, but more cautious and like he said himself realistic.
Also I’m a very optimistic guy, hell I even thought (still do actually) that Paul wasn’t so bad, even though we all now that he clearly was, and maybe still is >.>

Somewhere deep down inside I still hope that he will be considered low tier, cause I kinda like using characters that almost no one uses.
It also gives you some advantages, people don’t know what to expect ^^’

well j.lk is decent as anti air, but his normal air to air game is horrendous (probably worst in the entire game).
morta is just soooooo slow, that any s.lp (or anything else) will beat it clean. once you know this, there is no reason to block it at all anymore. it’s like reacting to a full screen hadoken almost.

Well that’s probably the trade off for being positive on block I guess :razzy:

I’d trade that to make it 10 frames faster ^^

Oh I know, I was exaggerating a bit on both ends. Still, I find a lot of the buffs to be pretty interesting all things considered, and rather than give Paul entirely new options instead make his current playstyle more dangerous and give him a few more ways to play into it.
Paul is a character who capitalizes on reading the opponent correctly and capitalizing on their misplays. Part of this is his great Oki game, which also leads to stored CH setups, and Paul loves his counterhits, even moreso now.

-Fst.HP looks like it has great potential now. It is now a frame faster than Ken’s current st.HK which performed the same function but was actually usable. Confused by hitstun reduction, as guide says it was always +3 on hit (yet another typo from it?).
-Fdash is good all-around: keeping up pressure, allowing for more ambiguous cross rolls, and taking 6 frames off stored counterhit setups. For instance, blockstringxxEXCADC Hammer of the Gods/Bone Breaker (very similar to a successful tactic Ryan Hunter uses with Steve, though it gains a low option and Hammer is 2 frames faster (need to find my guide to see difference between Paul and Steve’s forward dash).
-LP Sway looks to be good for baiting, specifically during oki, and then cancelling into the appropriate Shredder to crush what they attempted. M and H changed a bit to be more valuable as punishes, but I do not see them getting much use anyway.
-I hope Morta’s change means it is Midair on frame 1-2 rather than 9. If that is the case, then it is less about a blockstring overhead/safe ender/projectile passer as it is a low crusher. Sure they might have all day to aair it but if you used it to punish a careless low poke or move, you get 130 and a Hard Knockdown to go Oki.
-2nd hit of bone breaker being made slightly safer helps his primary mixup a tiny bit, and I do not see the ability to super cancel Demoman as helping at all unless you can hit it midscreen (see later question), since c.mkxxSmash remains a good followup there for no bars.

And then there’s the huge yet situational Smasher buff, which I feel is meant to make it feel a) more like his signature move and b) like in Tekken use it to punish errythang. Throwing the move out of nowhere still seems pretty silly unless they are making some bad mistakes, but HP does have far reach and I’ll let the more experienced judge it’s use raw. Then there are its use on counterhits, and can it possibly be used as a meaty in oki? Most importantly, theories. If they press buttons during my previously mentioned EXCADC into High/Low mixup then they are eating 200 damage into wallbounce. Less likely, perhaps one can do Smasher during Oki late on purpose, looking like a CH store but if they press buttons BOOM 230.

So I think they made Paul a bit more interesting by giving him a bit more high risk/high reward options which have the potential to be lower risk when predicting/outplaying your opponent. I cannot wait to see what awaits his oki game with the faster fst.HP, Sway cancels, and faster CH dash.

And 3 questions I have. So what’s Ground Blowback, ie what the second hit of Demolition Man does on counterhit now? Sounds like a bad thing, but I hope it somehow allows us to follow it up (ie if it is slip, then the third hit would connect outside the corner thus adding more power to his primary mixup). Then, it says Paul’s jab had its hitbox both enlarged and reduced, typo? Either it was changed horiz and vert, or one is meant to say hurtbox, and if wishful thinking is true (bigger hit, smaller hurt), it might look a lot like Bob’s current jab which is a tool of his I use often. Finally what is the SE/Ryu’s SRK mean about EXSmasher?

1.I think it’s a ground bounce which makes Demolition Man usable outside of the corner and also super cancelable.
2.You can assume it’s an enlarged hurtbox, seeing how they treated s.lps.
3. take a peek in the changelog - thread. street posted what this probably means: a new Sound Effect that plays when ex smasher hits,

  1. Very cool, but I wish they would keep it consistent, since I thought the term for groundbounce in this game was bound (at least I hope that is what they were referring to in the Bob notes).
  2. Aww.
  3. Really? Boring.

Ground Blowback = Ground hitstun, just like when you would get hit by a normal when you’re standing/crouching.

ah, so it will not launch them like it does now. I hope demoman still does so we can keep the c.mxxsmash in the corner, otherwise it looks like all we get is a special followup.

Does charging a special take away some startup when you release it or does startup start when the move itself begins always?

Im on break at work with nothing to do but theorize. I was thinking that some of the buffs might actually give Paul something to do at neutral/mid and have him finally possess something of an albeit gimmicky footsy game.
Lp sway is a safe way to bait heavy pokes for instance, and the increased forward distance of mp and hp might allow you to punish and get in on mistakes.
Then even less likely, I wonder if opponents will have to respect CH Smashers to the point that there will be instances they will allow us to charge the move freely.

That’s all I got. Ugh, waiting for december is going to be super hard.

I think start-up starts when the move itself begins, otherwise charge EX hadouken will feel like lightspeed (and it doesn’t).

Wait, in 2013 rolls are gaining a period where they are open to punishment, making oki even more important. I dunno how big the window is, but Paul now has a 15f cancelable backdash. I think shit just got real guys, mad real.

I haven’t seen this posted anywhere so i’m sorry if it’s common knowledge but after a successful Dwn Fwd HK > Punch ( just the first 2 hits) if you dash forward and do another Dwn Fwd HK it’s a perfect meaty if they quickstand.

It’s certainly interesting. As a basic question if you do a meaty and they try to attack, do you stuff them normally or does it count as a counterhit?

Sent from my DROID2 GLOBAL using Tapatalk 2

^ counterhit

It seems it always says reduction, even when there’s an increase. So you can assume far s.HP is +3.

I’ll overhaul the OP when 2013 is released, mainly the combo section. Could someone provide me with a few simple combos that would fit in that section, plus damage values? I don’t really play this game vs people, so I don’t know what players actually use.

You mean general Paul combos? Zukuu has done a great job with that in the combo topic, and by writing both simplistic and extended combos and their damage the reader can decide for themselves which ones are the most useful for them.

CH huh? Interesting. That would mean that in 2013, your df.HK setup would be able to combo into demolition Man and super which makes it more rewarding especially outside the corner.
do you think there is any setup that allows Smasher to hit meaty? That’d be really nice.

Speaking of which, can anyone think of ways to maximize Smasher’s crazy CH buff? Outside of my CADC setups I cannot think of anything consistent (and that really only works with ex version) for it besides simply storing a counterhit then punishing bad whiff attacks.