Street Fighter X Tekken/Paul

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Paul Phoenix

Sfxt paul face.jpg

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

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Video Walkthrough

High quality tutorial covering basics.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
speccancel
Standing Hard Punch
hp
speccancel chcrumple
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
speccancel
Close Medium Punch
(near opponent) mp
speccancel
Close Hard Punch
(near opponent) hp
speccancel
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
Close Hard Kick
(near opponent) hk
speccancel
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
speccancel
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
low
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Jump Light Punch
ub / uf + lp
high
Jump Medium Punch
ub / uf + mp
high
Neutral Jump Hard Punch
u + hp
high
Angled Jump Hard Punch
ub / uf + hp
high
Jump Light Kick
ub / uf + lk
high
Jump Medium Kick
ub / uf + mk
high
crossup
Neutral Jump Hard Kick
u + hk
high
Angled Jump Hard Kick
ub / uf + hk
high

Unique Attacks

Name
Command
Notes
Hammer of the Gods
f + mp
high
groundbounce when hitting airborne characters or counterhit on crouching characters
Hammer Punch
f + hp
high
speccancel only into Phoenix Smasher
Hang Over
f + hp --- df + hk --- p
high on 1st hit
low on 2nd hit
1st and 2nd only combo on counterhit
Bone Breaker
df + hk --- p
low knockdown 1st hit 2nd hit pushes away on hit
   Demolition man
(Hang Over or
Bone Breaker on hit or block)
p
knockdown speccancel into Burning Fist (Super) Will not connect unless on counter hit or in the corner. On block it pushes the opponent away making it somewhat safe.

Throws

Name
Command
Notes
Push Away
f or n + lp + lk
throw
Foot Launch
b + lp + lk
throw

Special Moves

Name
Command
Notes
Mountain Raze
hcf + k
ex
knockdown juggle
Shredder
dp + k
ex
knockdown
Sway
qcb + p
ex
l dodges back
m dodge and hit
dodge and knockdown
ex dodge and wallbounce
Mortar Punch
dp + p
ex
high
hardknockdown
groundbounce on ex
groundbounce vs airborne
Phoenix Smasher
qcf + p
ex chrg
hardknockdown
wallbounce on ex

Super Combo

Name
Command
Notes
Burning Fist
qcf + 3p


Move Analysis

Normal Moves

N/A


Unique Attacks

Name
Command
Notes
Hammer of the Gods
f + mp
high
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.
Hammer Punch
f + hp
high
speccancel only into Phoenix Smasher
Hang Over
f + hp --- df + hk --- p
high on 1st hit
low on 2nd hit
1st and 2nd only combo on counterhit
Bone Breaker
df + hk --- p
low knockdown 1st hit 2nd hit pushes away on hit
   Demolition man
(Hang Over or
Bone Breaker on hit or block)
p
knockdown speccancel into Burning Fist (Super) Will not connect unless on counter hit or in the corner. On block it pushes the opponent away making it somewhat safe.

Normal Throws

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Push Away
f or n + lp + lk
throw Standard throw with 130 damage. Good setups into tick throw.
Foot Launch
b + lp + lk
throw Standard 130 damage.

Special Moves

Name
Command
Notes
Mountain Raze
hcf + k
ex
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.
Shredder
dp + k
ex
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 your first mountain raze as it will add damage as well as keep the opponent airborne to end with HP/HK xx Deathfist. 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.
Sway
qcb + p
ex
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
Mortar Punch
dp + p
ex
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 are overheads and safe on block however keep in mind that it is very seeable 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 the startup can still get him.
Phoenix Smasher
qcf + p
ex chrg
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 base 120 on all version. 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.

Super Combos

N/A


The Basics

N/A


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