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===Movement=== | ===Movement=== | ||
Paul's movement is limited to sub-par walkspeed and okay special moves that can close the gap. Mountain Raze and Mortar Punch are your only specials to get closer to your opponent. Save Mountain Raze for combo filler or when you read that your opponent will try to do a fireball. Mountain Raze will immediately get you in close and lead to a high damage combo. Mortar Punch is best used sparingly since you can get hit out of it very easily. You can get really good damage if you get counterhit st.HP but otherwise save it for when you think you can catch your opponent off-guard. They can block the move and you be will fine since it will leave you at advantage. Phoenix Smasher and other specials are unsafe and you will get punished. Paul's best option is to be tagged in. Having a character with good mobility will allow Paul to dish out the damage safely and surely. Characters like Yoshimitsu with stronger movement and ways to setup tag combos can greatly help allow Paul to do what he does best. | Paul's movement is limited to sub-par walkspeed and okay special moves that can close the gap. Mountain Raze and Mortar Punch are your only specials to get closer to your opponent. Save Mountain Raze for combo filler or when you read that your opponent will try to do a fireball. Mountain Raze will immediately get you in close and lead to a high damage combo. Mortar Punch is best used sparingly since you can get hit out of it very easily. You can get really good damage if you get counterhit st.HP but otherwise save it for when you think you can catch your opponent off-guard. They can block the move and you be will fine since it will leave you at advantage. Phoenix Smasher and other specials are unsafe and you will get punished. Paul's best option is to be tagged in. Having a character with good mobility will allow Paul to dish out the damage safely and surely. Characters like Yoshimitsu with stronger movement and ways to setup tag combos can greatly help allow Paul to do what he does best. | ||
===Damage=== | |||
Paul does simple damage. His combos are basic and easy to perform while dishing out high damage. | |||
== Advanced Strategy == | == Advanced Strategy == |
Revision as of 10:41, 24 September 2014


Paul Phoenix
Ideal Team Position: Forest and Marshall Law's best friend. The self proclaimed "Strongest in the Universe", Paul is constantly trying to prove himself. He is pretty much the Tekken mix of Dan and Ryu. A resilient fighter constantly challenging himself to become stronger but a little comedic in his efforts.
Paul is a high damage close range fighter. Players will work hard to get in and be rewarded by hitting the opponent like an eighteen wheeler truck. Working with a character with good movement, Paul can be tagged for beefy damage. Paul can then be kept in to pressure the opponent at close range or switched out in the case opponent goes too far away. Paul is a linear character who excels at one thing, damage. A little meter and proper execution can kill opponent in 2-3 combos and has great comeback potential. Players will find a fun, crazy, character who rewards smart patient play with dumb fast damage.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Video Walkthrough
High quality tutorial covering basics.
Moves
Normal Attacks
speccancel
speccancel
hardknockdown
crossup
Unique Attacks
groundbounce when hitting airborne characters or counterhit on crouching characters
speccancel only into Phoenix Smasher
low on 2nd hit
1st and 2nd only combo on counterhit
Bone Breaker on hit or block)
p
Throws
Special Moves
knockdown juggle
knockdown
l dodges back
m dodge and hit
dodge and knockdown
ex dodge and wallbounce
high
hardknockdown
groundbounce on ex
groundbounce vs airborne
hardknockdown
wallbounce on ex
Super Combo
Move Analysis
Normal Moves
speccancel
speccancel
hardknockdown
crossup
Unique Attacks
groundbounce on airborne and counterhit. This move only really comes with the basic mixups Paul has. Mix with Bone Breaker to switch up the opponent who are crouch happy. A better overhead alternative to Hammer Punch since it is safer. It is also better than Mortar Punch since it is not as easy to get hit out of.
speccancel only into Phoenix Smasher. This move is not safe but a good option for damage and you can also cancel into ex Phoenix Smasher for combos.
low on 2nd hit
1st and 2nd only combo on counterhit. Another basic mixup that should be used sparingly since it can interupted. You have to be careful when trying to mixup with Paul since his bag of tricks is very limited.
Bone Breaker on hit or block)
p
Normal Throws
{SFxTMoveListHeader}}
Special Moves
knockdown While this move is projectile invincible it is not safe on block at all. DO NOT USE IT RECKLESSLY. Unless you patiently read/react to the projectile save this move for your hit confirms for the valuable juggle state it gives. Keep it mind to only use it once per combo as the 2nd mountain raze will just knockdown. Punish projectiles and launch the opponent for your damaging BnBs. Essentially treat it as a combo starter for the juggle state.
knockdown LK is invincible to air attacks and therefore your go to anti-air on reaction. MK is not invincible to ground attack so punish those mindless opponents you face. HK is great after the first mountain raze as it will add damage as well as keep the opponent airborne to end with HP/HK xx Deathfist(Phoenix Smasher) so basically combo filler. Keep in mind however that all normal Shredder will whiff on crouching characters leading to a huge punish from them. If they crouching and you need a wakeup move use ex Shredder Kicks as it is completely invincible and will hit crouchers.
LP dodges back farther than his backdash so use this to end blockstrings if you really want a safe ender.
MP dodges, avoids lows, and hits overhead. You can link a cr. MP afterwards as well for a combo.
HP dodge and knockdown. Unsafe no real practical use. Flashy spin animation on counter hit.
ex dodge projectile invuln. and wallbounce
high
hardknockdown
groundbounce on ex
groundbounce vs airborne LP goes a short distance just past right in front of Paul. MP goes farther maybe 2 character spaces away. While HP goes the farthest. All punches are overheads and safe on block however keep in mind that it is very telegraphed and you can be hit out of the animation. Speaking of which Paul avoids projectiles if he is above them in his animation. Same can be said for lows however opponents can still catch him on startup.
hardknockdown
wallbounce on ex Hit with this and you essentially cripple your opponent for life. No seriously this move hits hard. Also hits the opponent far away from you for better or for worse. Great corner carry. Damage is 120 on all versions. Counter hit however has a special animation and hits the opponent for 230 damage. ex does a wallbounce and has the same sound effect as the last hit of Ryu's ex srk. This is your combo ender for everything. Push your opponent to the corner for the better damage Paul gets and just break down the opponent there.
Super Combos
The Basics
Paul is best saved as an anchor or secondary character. He is not good on point and you will struggle with closing in the opponent, especially against more mobile characters.
Movement
Paul's movement is limited to sub-par walkspeed and okay special moves that can close the gap. Mountain Raze and Mortar Punch are your only specials to get closer to your opponent. Save Mountain Raze for combo filler or when you read that your opponent will try to do a fireball. Mountain Raze will immediately get you in close and lead to a high damage combo. Mortar Punch is best used sparingly since you can get hit out of it very easily. You can get really good damage if you get counterhit st.HP but otherwise save it for when you think you can catch your opponent off-guard. They can block the move and you be will fine since it will leave you at advantage. Phoenix Smasher and other specials are unsafe and you will get punished. Paul's best option is to be tagged in. Having a character with good mobility will allow Paul to dish out the damage safely and surely. Characters like Yoshimitsu with stronger movement and ways to setup tag combos can greatly help allow Paul to do what he does best.
Damage
Paul does simple damage. His combos are basic and easy to perform while dishing out high damage.
Advanced Strategy
N/A
Combos
Great video covering basic to advanced combos. Has notation and general requirements like meter and corner specific. Refer to this for most if not all the Paul combos you need. I think it lacks combos from tag but that will be covered later.
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A