SFxT v2013: Paul Changes

This might be a stupid question but if your attack gets hit on the last active frame, will you be getting more frame advantage than if your attack gets hit by the first active frame ?
Or do they balance it out by giving less hitstun the latter they get hit.

called meaty ^^

Well yeah I know what meaty attacks are, but I didn’t realize that they would also give you more frame advantage, I just thought less recovery.
So that means that you can do more damaging combos if you can score a hit on the last active frame, huh ?

More last active frame you hit on your meaty, more frame advantage you have.

Holy sh*t and to think that I never knew this.
In SF4 Guile his cr.MP has a startup of 4frames, 5 active frames and it gives him +2 on hit. So if I do it meaty enough I can link it to another cr.MP !!!
Now I understand all those Combo videos, damn I feel like a noob now XD

I dunno how they can even make such a huge translation error. it amazes me every time how a language can be THAT ambiguous.

The addition of 2 minor letters changed the meaning:
ヒット硬直 = Hitstun
ヒット時の硬直 = Recovery on hit

Most likely they ignored/missed the 2 letters in the middle and just translated the whole as hitstun. It applies to most other characters’ change list as well, when they say “hit stun reduced” and the end result is more frame advantage compared to before.

I’ve posted my desired changes for paul under that Japanese SFxT article asking for community feedback:

At least the first 2 would be soooo sweet. waddya think?

Normal changes:
Don’t really mind his slow air attacks, cause he’s not the only one who has them, Cody/Marduk/Kuma has them too.
I think people with slow Air normals should either have great hitboxes on them or they should have a great arsenal of AA’s.
I don’t mind having a slow Air attack if I can AA people with a simple back+MP or if I can beat most AA attacks with my own Jump-ins.

Morta Punch:
I’ve never experienced any problems with Mortar Punch, so for them making it stronger is making me really happy. Don’t wanna sound greedy, so more changes is not needed :stuck_out_tongue:

Phoenix smasher:
I think they should increase the damage to 150 or 200, but make it more punishable on block. The way it now is, is a bit stupid. Either make it safe with some decent amount of damage, or make it punishable with some serious damage. The move already has a ton of start up frames and recovery frames, so it’s pretty useless outside of combos.

Sway:
Don’t have an opinion about sway, they already made a ton of changes to it, and I’m not sure if sway is gonna viable now or if it still gonna be useless.

Walkspeed:
I’m so tempted in having a faster walkspeed, but I think it would be better if we got a faster and longer forward dash. If u look at Heihachi, Gouken and Makoto, they all have a slow walkspeed but they can still be a threat because they have a very fast and good forward dash. Paul should have this too I think, I mean Paul HAS a wave dash in Tekken, they can make his forward dash kinda look like his wavedash in Tekken.

Well that’s my opinion at least.

I’m pretty sure cody’s j.lp is pretty quick 4F or something, and it has a godlike hit box and angle. every other j. move is faster too. just a heads up, Paul’s j.mk is slower then other characters j.hk/j.hp for the most part.

making smasher any more punishable on block doesn’t change anything. it’s highly punishable already, another increase wouldn’t change its usage that you can’t use it on block, 150 / 200 damage would be way to high, considering you can use it in every combo.

he’ll have a pretty decent forward dash now - problem is the distance. =/ and I also like makoto / cody dash. ^^

Well I’ve been comparing his Air attacks with Cody/Kuma/Marduk cause I know they are slow and the average startup of Cody and Paul weren’t that much different.

  • Cody: 7 Frames average
  • Paul: 7,6 Frames average
  • Marduk: 9,8 Frames average
  • Kuma: 9,8 Frames average

But what I was trying to say is that it’s not a big deal if they can balance it out by giving it great hitboxes, that’s all.
Although I agree, 1 fast air attack wouldn’t hurt :stuck_out_tongue:

Smasher is punishable but not by everyone, cause it gives a great pushback. Only characters with far reaching normals can punish him consistently.
Nevertheless it’s still punishable and the damage is not worth it, only 120 with the risk of getting a punish that can lead into 300 damage easily.
I’ll say make it punishable so that EVERYONE can punish it and increase the damage to balance it out, OR make it completely safe with little damage.
200 damage for a simple Phoenix smasher seems way too high, but take in account that Paul is not a combo heavy character, he doesn’t have many juggle points, and it will be even harder to pressure people since everyone got better AA’s and his st.LP got nerfed.
His current phoenix smasher is imo useless, I ONLY use it in the corner.
Why should I combo with Phoenix smasher (120) instead of mountain raze (90). If u use phoenix smasher u do 30 more damage but u lose pressure. But if you’re using mountain raze you can not only keep on the pressure, but u can also safe jump your opponent.
I just want them to tweak phoenix smasher a little so I can have a reason to use it…

Yes his forward dash will be faster, but like u said the distance is really short…Make it like Makoto, Heihachi, Gouken or even yoshimitsu.

The top priority lies in his mobility I think, buff his walkspeed or buff his dash.

it doesn’t matter how slow the other a2a normals are if you have that ONE good button x)

with -10, smasher can be punished by everyone afaik. at least off the top of my head there isn’t a character that can’t reach him. 130 would be still pretty balanced, as that is 40 damage over raze; a fair trade off.

That’s true, you only really need 1 great A2A, like cody his j.lp :smiley:
But since they buffed Paul his AA I don’t think we’ll be having a lot of A2A battles anymore.

99% sure that yoshimitsu and Marduk can’t punish him (except for maybe super or an ex ?) :stuck_out_tongue:
But yeah a lot of character can probably punish him, I’ve only been punished by Law, Chunli and Ryu so far. But as I’ve mentioned before, I rarely use the move outside of combos, so you probably have more data on that.

did you forgot that with 1.0.6 paul got its hp smasher nerfed to -10? :stuck_out_tongue:

No I didn’t, I only got punished by Law, Chunli and Ryu AFTER the patch.
Never been punished before, but like I said I rarely use the move. The only reason I even got punished in the first place was because I did the Phoenix smashers on accident lol.
Ever since I discovered his safe jump I always use mountain raze, you can even look at all my videos, I don’t use it ^^’

But I got nothing to do now, so I’m gonna test it out in training mode. Knowing who can’t punish it might be useful :smiley:
On the other hand they buffed the startup of everyone their normals (on the tekken side) so I think it’s even “more” punishable…

EDIT: Just looked at some of my replays, I use Phoenix smasher more often than I thought :stuck_out_tongue:

Ok I’m done testing.
Even when spaced perfectly every character was able to punish Paul his Phoenix smasher consistently.
Everyone was able to punish with a chaincombo into launcher except for Yoshimitsu and Kuma.

  • Kuma could only punish with Super. His light attacks are way too short and his medium and hard attacks are waaaay to slow.
  • Yoshimitsu could punish with ex gehosen, ex slap u silly and super. I was only able to punish with cr.lp into launcher if Paul was standing right next to me, all my other normals were either too slow or too short.

One thing worth mentioning tho is that it was a lot harder to punish with the tekken character. I could use almost every normal with the Street Fighter cast but had to search and find the right normal for the Tekken cast. With asuka I could only punish with standing MK for example.

So now that they buffed the Tekken cast I’m sure that not a single Phoenix smasher will get unpunished >.>

that’s what I thought x), if morta wouldn’t be so frigging slow, we could have at least some sort of block pressure now that s.lp is gone.

I expected too a normal Mortar more fast because, its really sucks.

Yeah mortar punch is definitely not something you can use full/midscreen, you really need to know when to use it.
But hey who knows, we still haven’t been able to test out our sway back, it might be really useful now.
I’ve been thinking about using light sway x mortar punch, I’m wondering how effective it can be.

Seriously, 2013 can’t come soon enough XD

that’s like 41 frames start up. good luck hitting someone with that, even the slowest pokes have recovered in that time x).

sway xx smasher can be deadly tho. dat CH damage. and smasher might be still +9 if switch canceled on block.