got em Coach
I’m gonna have to agree about Paul not being great but that does make me want to play him even harder. Other chars can get in on him so easily and he has almost nothing to get them off with. ex upper trades a lot from what I’ve seen.
Merging. No need for two Paul general discussion threads.
Man, Paul is just great.
He’s simple and a lot of fun.
He also yells “PAAAAAAAAAAAAUUUULLLLLLL PHHHOOOOOOEEEEENNNNNIXXXX” when you win a round.
I put speed gem’s on Paul make’s movement a lil better
I am liking him a lot so far
All right the first things I notice about him is that his mobility is terrible his dashes are almost completely useless.
However he does have those bigbody damage combos
It is best to end combos with mountain haze
It leaves u at a nice distance to continue pressure
Only use death fist in the corner or ex version for wall bounce
His far standing hp causes a crumple on counter
All right instead of bitching I have some nice and helpful things to say about my favorite Tekken character.
His Anti Air options are actually quite solid
Especially the Sways if M or H Sway is done early enough to a jump in then you can punish the jump
Ex Gives you the wall bounce so its solid as hell can lead up 400 damage on a good reaction
Cr Hp despite the start up is solid as hell as an anti air
Shedder is kinda shitty I used it at all ranges and its strange that they would not give it invincibility because it seems like his anti air of
choice. I will try to look for possible uses for it in the months to come.
Motor Punch is a beautiful move L version can be used at close range to hop over low attacks but that requires either a good read or solid reactions
should be great against sweeps. Its an overhead too! phenomenal!
Mountain Raze is great I feel it will really help Paul’s mobility.
Correct if I’m wrong but I think it has invincibility I set my opponent to do cr jabs repeatedly and at certain ranges it plowed through it.
It’s somewhere in the start up of the move I think it goes through projectiles too but I have to test that
I thought I read somewhere that all Phoenix Smashers were safe. I think the only safe one on block is HP, not that it’s really an issue anyway. It was just confusing me in a match yesterday, I was getting swept and thought my stick was broken.
Only HP is safe. 100% confirmed.
I am really starting to think that paul game is center around mountain raze
It seems to be his main way to move forward besides jumping(lol jumping)
But its safe on block if you hit em with the tip just like a TK
1150:
Hugo
1100:
Kuma
Zangief
1050:
Abel
Balrog
Bob
Marduk
Paul
Sagat
1000:
Heihachi
Hwoarang
Jin
Julia
Kazuya
Ken
King
Law
M.Bison
Ogre
Raven
Rolento
Rufus
Ryu
Steve
Yoshimitsu
950:
Asuka
Guile
Vega
Poison
900:
Cammy
Chunli
Dhalsim
Ibuki
Juri
Lili
Nina
Xiaoyu
850:
Akuma
kinda obvious to begin with, but good to know for certain.
All right I think I am set on his best anti airs
L Shedder works better than any of the other non ex ones for pretty much anything
Ex Shedder is the best anti air paul has
Mountain Raze and sway are also good situational anti airs
both must be used far away from the opponent
Why give him these anti-air looking moves that have no priority…
Some day one possible strategy:
Paul’s cr. hp is cancellable and allows for interesting anti-air techniques. After you anti air them with cr. hp, you can cancel it into a delayed pheonix smasher for some nice pressure. Or perhaps his mortar punch to mix up the opponent. Once you really get in their head you can fake them out by dash cancelling your mortar punch and seeing if they try to do a reversal dp.
His standing strong close and far seem really good at stuffing things
Anti air game seems to me to be Paul’s main issue right now He needs to be able to stop people from jumping on him. He has a ton anti air options that all have holes in them and none of them are consistent. His biggest hole seems to be people jumping at you from close range I think that neutral jump Hp may stop it but I need to test this shit.
I am not giving up yet I will play Paul till I feel hopeless then I will cry and just use Sagat more with Paul on back up.
To io
I atually agree with you about St Strong its a good move its nice and fast and you can follow up with a sway for some nice baits.
Hello all,
I will be playing Paul as my secondary as I will be playing Ken on point. I agree with everyone here so far that his anti-air game is weak. I’d like to point out neutral jump fierce has worked for me as an anti-air as well. Stand roundhouse is also a good anti-air ala Dictator if you predict the jump coming.
I’d like to ask a question about his corner combos. As of now, I am using ex-phoenix smash to low strong, low medium to fierce phoenix smash to end my combos mid screen. When I use ex-phoenix smash in the corner, my low strong link misses. I have resorted to using ex-mountain raze to low strong to fierce phoenix smash for the corner.
If there are any suggestions for more damaging corner combos please let me know.
As for a wake up option, it is risky but I have been using ex-sway. It can be punished but I seem to get out of situations more than punished. Maybe it is too early in the game cycle.
Those are my thoughts for now, I look forward to seeing more technology from both Street Fighter and Tekken players.
His L.sway can be used to bait people
At the right distance you can do L.sway bait i fireball jump over = free combo