"Toughest in the Universe!" Paul Q&A Thread

zUkUuzUkUu Theory ProJoined: Posts: 4,396
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FAQ:
Q:Trial Number 18?!?!?!?
A: You can change the reach of Ex Morta Punch depending which buttons you use. LP+MP = short, LP+HP = middle and MP+HP = far .
Q: What are his best combos? Which combo should I use after a tag or in situation xxx?
A: See the Combo Thread for a in detail information about all combos.
Q: How safe/unsafe is xxx?
A: Consult the Frame Data Picture posted in the Combo Thread.
我道
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Comments

  • DooplissDoopliss Joined: Posts: 3,179
    Do we have any answer to that issue we found with the Super doing different amounts of damage?
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    Do we have any answer to that issue we found with the Super doing different amounts of damage?
    aint have my copy yet sadly =/ gonna investigate then. something with the scaling is simply "off".
    我道
  • rickjamesiarickjamesia Joined: Posts: 11
    Noob Question: Trial No. 18 for Paul. Having a lot of trouble getting the EX Mortar Punch to connect, which is making me wary of using EX Mortar Punch at all until I figure out what i'm doing wrong. Any idea what I might be screwing up? I'm doing the combo in the corner... not sure if that's necessary or not.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    Noob Question: Trial No. 18 for Paul. Having a lot of trouble getting the EX Mortar Punch to connect, which is making me wary of using EX Mortar Punch at all until I figure out what i'm doing wrong. Any idea what I might be screwing up? I'm doing the combo in the corner... not sure if that's necessary or not.
    you can change the reach with lp+mp, lp+hp, mp+hp. you need to use a particular version depending on the distance.
    我道
  • rickjamesiarickjamesia Joined: Posts: 11
    you can change the reach with lp+mp, lp+hp, mp+hp. you need to use a particular version depending on the distance.
    Thanks, man. That got me through Paul's stuff.
  • plasma-snakeplasma-snake Joined: Posts: 49
    not sure if this would be the correct thread for this but I have a question about the properties of mortar punch. While in training mode, I noticed that the move sometimes lands behind the training dummy in certain situations. Most recently i noticed it when doing st lp x3 while moving forward, cr. mp xxx hp or ex (mp+hp) mortar punch. When blocking is off, Paul hits them and lands behind regardless of whether the dummy is crouching or standing. If autoblock is turned on however the mortar punch is blocked but Paul lands in front of the training dummy. The question I'm getting at is if anyone knows whether it is possible for mortar punch to cross up or not.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    not sure if this would be the correct thread for this but I have a question about the properties of mortar punch. While in training mode, I noticed that the move sometimes lands behind the training dummy in certain situations. Most recently i noticed it when doing st lp x3 while moving forward, cr. mp xxx hp or ex (mp+hp) mortar punch. When blocking is off, Paul hits them and lands behind regardless of whether the dummy is crouching or standing. If autoblock is turned on however the mortar punch is blocked but Paul lands in front of the training dummy. The question I'm getting at is if anyone knows whether it is possible for mortar punch to cross up or not.
    unlikely.
    我道
  • Black JesusBlack Jesus Throwbacks Joined: Posts: 3,189
    you can change the reach with lp+mp, lp+hp, mp+hp. you need to use a particular version depending on the distance.
    YOU JUST WON THE INTERNET FOR ME.
    ...but you ain't hear that from me.
  • NedoNedo Joined: Posts: 224
    Hi there, now to Paul =) Ex Cody player :(

    I never played Tekken, I have no Idea how to play Paul :D The combos are ok for me but I have 2 questions (for now):
    • How do i bait a (far CH) st.HP? Any frame traps?
    • What should I do on when I hitconfirm on block? Does Paul have any abuseable specials? :D Ex smasher is -16 on block, LP, MP is -10 on block and HP is -5 on block, am I right?
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    Hi there, now to Paul =) Ex Cody player :(

    I never played Tekken, I have no Idea how to play Paul :D The combos are ok for me but I have 2 questions (for now):
    • How do i bait a (far CH) st.HP? Any frame traps?
    • What should I do on when I hitconfirm on block? Does Paul have any abuseable specials? :D Ex smasher is -16 on block, LP, MP is -10 on block and HP is -5 on block, am I right?
    no setups known yet. I doubt there will be effective ways of doing it, seeing it's so slow. I can think of 2 possibillities: after a far hitting j.hk and on wakeup as meaty to catch any button presser.

    morta is his only safe special move (apart from ex sway). but again, it's so slow that it can be simply s.jabed out. c.mp/c.mk xx mp morta is very easy to stop by everything. cl.hp xx lp morta however is rather more ambiguous. it's still no block string and can still be s.jabed out, but it beats / trades c.lp masher and crouch techer and the window where it can be s.jabed out is very small, making it a semi viable mix up. (j.mk crossup, cl.hp xx lp morta is a double frame trap). it also does not combo on hit
    some other things: on block it can catches backdashers and ground bounces them (registered airborn), but you can jump away. on hit you can backdash it, but it will catch any jumping attemp resulting in a ground bounce.
    我道
  • DrSlouchDrSlouch Gyah gyah gyah gyah! Joined: Posts: 147
    1) You mean to get counter-hit property? You don't have to bait out anything if you don't want to, you can also charge up Phoenix Smasher to the EX level and dash cancel it. Then you just have to use it during footsies and pray to the judo gods that it hits.
    2) Either go for a grab or do Mortar Punch. According to the guide, it's +3 on block, and it moves Paul forward, so I think (assuming the frame data is true) Paul may end up having a pretty decent pressure game if he has a move that not only moves him closer but is also + on block and hits overhead. If they start mashing buttons and/or blocking high I guess you could just take a tiny step forward and put out another low poke (like cr.MK) or something.
    My PSN ID is DrSlouch and my XBL is Doctor Slouch. My main UMvC3 team is Ryu/Firebrand/Sentinel, my back-up team is Thor/Dormammu/Dr. Strange, and my Skullgirls team is Filia/Peacock.
  • Axe JuggaloAxe Juggalo Joined: Posts: 23
    I'm a Cody player at heart. When this game came out Paul seemed like a good fit. Played him back in Tekken just fine. Now that I'm done with that, I have one question. How do you get in with Paul? His footsies feel really sluggish. I'm fairly new to frame date. I just found the giant page of information in this forum. Getting inside with Paul and keeping solid pressure that doesn't get shoryuken spammed is annoying.
  • KrazyMrKKrazyMrK Joined: Posts: 8
    I'm a Cody player at heart. When this game came out Paul seemed like a good fit. Played him back in Tekken just fine. Now that I'm done with that, I have one question. How do you get in with Paul? His footsies feel really sluggish. I'm fairly new to frame date. I just found the giant page of information in this forum. Getting inside with Paul and keeping solid pressure that doesn't get shoryuken spammed is annoying.

    As Paul is my tag parter I'm putting a lot of effort him and hope to help the community in the coming months with new techniques, combos and what not. I have a couple ways of how I like to maintain pressure and keep Paul in my opponents face during battle, of course with the game being so new these could be useless in the future or new ways become known but ultimately I hope what i'm about to write helps in some way.

    Getting Paul in can actually be very hard especially if your opponent is playing a defensive game. There are a few ways Paul can sneak his way in to enemy territory and unleash his skills and allow everyone to witness "THE BEST FIGHTER IN THE UNIVERSE" and these can be:

    1. Using your partner to push your opponent into the corner and switch cancel on a safe move or at the end of the combo.
    2. Utilise the Motor punch after carefully placed block-strings to maintain pressure
    3. Use that crouching medium kick, it's a seriously good poke and has very good range to. If you hit cancel into LK Raze or Pheonix Smasher.
    4. Getting pummelled by reversal shoryuken can be annoying and a part of being a good player is to analyse your opponents game. If you notice your opponent on wakeup always going for a shoryuken or spot after certain blockstrings you perform he attempts at a reversal simply bait him out, wait and block then PUNISH!

    Of course the game is brand new and as with every new game it will take time for techniques and good strategies to form however using these few methods could/should help you maintain a little bit more pressure and keep Paul in their face.
  • Axe JuggaloAxe Juggalo Joined: Posts: 23
    I ha

    As Paul is my tag parter I'm putting a lot of effort him and hope to help the community in the coming months with new techniques, combos and what not. I have a couple ways of how I like to maintain pressure and keep Paul in my opponents face during battle, of course with the game being so new these could be useless in the future or new ways become known but ultimately I hope what i'm about to write helps in some way.

    Getting Paul in can actually be very hard especially if your opponent is playing a defensive game. There are a few ways Paul can sneak his way in to enemy territory and unleash his skills and allow everyone to witness "THE BEST FIGHTER IN THE UNIVERSE" and these can be:

    1. Using your partner to push your opponent into the corner and switch cancel on a safe move or at the end of the combo.
    2. Utilise the Motor punch after carefully placed block-strings to maintain pressure
    3. Use that crouching medium kick, it's a seriously good poke and has very good range to. If you hit cancel into LK Raze or Pheonix Smasher.
    4. Getting pummelled by reversal shoryuken can be annoying and a part of being a good player is to analyse your opponents game. If you notice your opponent on wakeup always going for a shoryuken or spot after certain blockstrings you perform he attempts at a reversal simply bait him out, wait and block then PUNISH!

    Of course the game is brand new and as with every new game it will take time for techniques and good strategies to form however using these few methods could/should help you maintain a little bit more pressure and keep Paul in their face.

    Thanks for the info. Since posting I've been trying to use Mortar Punch to crossup and stay inside. It really helps when you Mortar Punch over a charge characters head (like Boxer) and makes them lose their charge. I rely to much on walk speed instead of focusing on using Paul's mobile move set to get him around the fight.

    Mortar Punch,
    Sway,
    Mountain Raze.

    Those 3 specials will get your where you want to be in a hurry.
  • Devil-TriggerDevil-Trigger loading............. Joined: Posts: 239
    is Kazuya's wave dash completely invincible?

    i cant fuckin hit that guy coming in with this shit
    SF3: 3rd Strike - Makoto, Elena, Hugo
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  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    is Kazuya's wave dash completely invincible?

    i cant fuckin hit that guy coming in with this shit
    frame data: Upper body projectile invulnerability and crushes standing and jumping attacks frames 1-32.

    did you try throwing and/or low attacks?
    我道
  • Axe JuggaloAxe Juggalo Joined: Posts: 23
    is Kazuya's wave dash completely invincible?

    i cant fuckin hit that guy coming in with this shit

    Game Guide says low attacks are the wave dashes weakness.
  • Turbo BaekTurbo Baek Ya Ya Son! Joined: Posts: 8
    EX back dash problems? I kept wondering why I'd get a back dash instead of a DeathFist. I'm using a Hori and the stick sensors are incredibly touchy, so if anybody is having trouble with a BD instead of a DF try not holding the button down on the DF, just tap it. If you're a tekken player you're most likely used to holding the button down on a DF incase you need to buffer a chicken, but don't do it! lol let it go (literally and figuratively).
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    What are Paul's best moves to switch cancel into? It seems the best ones are all multi-hit but Paul does not have too much of those. Shredder kicks?
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    What are Paul's best moves to switch cancel into? It seems the best ones are all multi-hit but Paul does not have too much of those. Shredder kicks?
    yes shredder. tho the horizontal hitbox is horrendously, so you better be up close. if I just need to tag i mostly lp sway away and hard tag or do it after a smasher or after a raze in the corner.
    我道
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Danke!
  • lespaulphoenixlespaulphoenix Joined: Posts: 3
    Hello!

    I've been a Tekken Player since I picked up a controller, so naturally I find myself having a hard time getting used to SFxT; with this pretext in mind, here is my
    problem:

    I find myself having an exceptionally difficult time in the Paul challenges; this is probably because I'm learning a combo system that is unique to Street Fighter. What's frustrating me is I'm pressing buttons and Paul isn't carrying on the combo. Weird as weird can get imo because in Tekken commands dont... "drop?" unless the timing of button presses is horribly wrong.

    Any and all suggestions that would aid the learning curve would be most appreciated!!!
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    In street fighter there is combo "links" and combo "chains." Chains are easy, just input them as fast as possible, but links require very strict timing (I hate them).
    Really, it is just a matter of timing. The general rule is, if you input the move and nothing happens during the combo, you did it too fast. If you are inputting the move and it is blocked, you did it too slow.
    Here's a good completion video of Paul's trials, helps with the overall rhythm too since the buttons are pressed loudly.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    Hello!

    I've been a Tekken Player since I picked up a controller, so naturally I find myself having a hard time getting used to SFxT; with this pretext in mind, here is my
    problem:

    I find myself having an exceptionally difficult time in the Paul challenges; this is probably because I'm learning a combo system that is unique to Street Fighter. What's frustrating me is I'm pressing buttons and Paul isn't carrying on the combo. Weird as weird can get imo because in Tekken commands dont... "drop?" unless the timing of button presses is horribly wrong.

    Any and all suggestions that would aid the learning curve would be most appreciated!!!
    street fighter is practically the same. if you press too early (even one frame) it doesn't come out. too late and you don't get the combo.

    in sfxt you also have to consider using chains, in particular for trials. they are NOT marked, so you either have to guess whether or not to use chains or links. most of the time it's obvious tho. or just watch someone doing his trials on youtube.
    我道
  • TNBTNB Bye. Joined: Posts: 1,180
    Is this game making anyone else really want people to play the real Tekken?
    It's doing that to me.
    Skills and attitude prove worth as a player, not the internet.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    So Paul's whole game is to get the opponent into the corner, and then cause havoc. I've actually have moderate success getting players into the corner, and even doing good damage there, but never enough. What are Paul's best options after he knocks someone down? I never learned this aspect of the game before (it's called an okizeme game right?), and it'd help me a lot doing more than just Demolition Man combos in the corner.
  • TNBTNB Bye. Joined: Posts: 1,180
    Hello!

    I've been a Tekken Player since I picked up a controller, so naturally I find myself having a hard time getting used to SFxT; with this pretext in mind, here is my
    problem:

    I find myself having an exceptionally difficult time in the Paul challenges; this is probably because I'm learning a combo system that is unique to Street Fighter. What's frustrating me is I'm pressing buttons and Paul isn't carrying on the combo. Weird as weird can get imo because in Tekken commands dont... "drop?" unless the timing of button presses is horribly wrong.

    Any and all suggestions that would aid the learning curve would be most appreciated!!!

    Links are easier though than just frames. WAY easier unless they are 1 frame.

    This combo system is more it's own animal with SF roots.

    Combos in sf games don't work like in Tekken where you can buffer a punch into another punch. You can do that with specials but not normal moves. There is a distinction in these games between them. You also want to either link or cancel depending on what you are doing. Chains can't cancel into specials in SFXT and SF4. So if you do a 1-2-3 chain (kind of like a left right combo in Tekken), you're going to have to link the next hit. This means you are going to need to wait for your last chain hit to end completely and then input the next move, and then cancel. However in this Tekken chains disobey the SF rules.

    You cancel when you buffer one move into another and it cancels the other's animation. Cmk to hadoken is an example.

    Strategy:
    Generally you want to control space. You do this with your normals and specials. It's much more ok to jump and whiff normals as a lot of them are very safe. Whiffed normals are a big component of footsies, although they still can be severely punished, especially in a juggle game like this. You have to be smart.

    The system here is unique. There are things here that have NEVER been in SF.

    But if you want to get used to an sf system I suggest playing an sf game in addition to this. Sf4 is the closest here but alpha 1, CvS2, HF, and st are also very good for learning how it goes. You can go on GGPO and supercade with the older games and play matches online. Online players in old games are usualyy very good and dedicated, not like people on sf4 online or whatever.
    Skills and attitude prove worth as a player, not the internet.
  • lespaulphoenixlespaulphoenix Joined: Posts: 3
    Links are easier though than just frames. WAY easier unless they are 1 frame.

    This combo system is more it's own animal with SF roots.

    Combos in sf games don't work like in Tekken where you can buffer a punch into another punch. You can do that with specials but not normal moves. There is a distinction in these games between them. You also want to either link or cancel depending on what you are doing. Chains can't cancel into specials in SFXT and SF4. So if you do a 1-2-3 chain (kind of like a left right combo in Tekken), you're going to have to link the next hit. This means you are going to need to wait for your last chain hit to end completely and then input the next move, and then cancel. However in this Tekken chains disobey the SF rules.

    You cancel when you buffer one move into another and it cancels the other's animation. Cmk to hadoken is an example.

    Strategy:
    Generally you want to control space. You do this with your normals and specials. It's much more ok to jump and whiff normals as a lot of them are very safe. Whiffed normals are a big component of footsies, although they still can be severely punished, especially in a juggle game like this. You have to be smart.

    The system here is unique. There are things here that have NEVER been in SF.

    But if you want to get used to an sf system I suggest playing an sf game in addition to this. Sf4 is the closest here but alpha 1, CvS2, HF, and st are also very good for learning how it goes. You can go on GGPO and supercade with the older games and play matches online. Online players in old games are usualyy very good and dedicated, not like people on sf4 online or whatever.
    street fighter is practically the same. if you press too early (even one frame) it doesn't come out. too late and you don't get the combo.

    in sfxt you also have to consider using chains, in particular for trials. they are NOT marked, so you either have to guess whether or not to use chains or links. most of the time it's obvious tho. or just watch someone doing his trials on youtube.

    @zUkUu,

    Thanks for the suggestion! I'll have a look on youtube and see what I can come up with!

    @ TNB,

    Thank you for such a thorough explanation!
    I do own SFIV alphabet soup edition, and I've been working on that before I got this game. I have owned past Street Fighter titles, but never got the hang of it because, well. I didn't know gaming forums existed. lol

    I think you pointed on why I'm having such a hard time, here! Most of what I'm used to playing (MK, Soul Calibur, Tekken) buffering was mostly how I had the most success concerning combos. I've not been able to enjoy similar success concerning Street Fighter because of this. The timing feels a bit more strict? (if that is a good way to word it?) and so I suppose I'm going to have to work on my timing in different ways than I'm used to.

    The cancelling is also going to be tough for me to transition to, but hopefully, I'll get it.

    Much appreciated, guys!
  • NedoNedo Joined: Posts: 224
    So Paul's whole game is to get the opponent into the corner, and then cause havoc. I've actually have moderate success getting players into the corner, and even doing good damage there, but never enough. What are Paul's best options after he knocks someone down? I never learned this aspect of the game before (it's called an okizeme game right?), and it'd help me a lot doing more than just Demolition Man combos in the corner.
    I guess there no more really good options. I really try to understand what Capcom wanted Paul to be in this game. I just don't get it.
    Two weeks ago some people (and I ^^) met on a Ranbat, like every month. Everybody said that Paul is absolutely crap in this game compared to other characters...
  • lespaulphoenixlespaulphoenix Joined: Posts: 3
    Low tier, huh?
    Oh, well. When and if I get to a place where I can perform competently concerning SFxT, I might sweat the tier placement. Where I am right now, that's not even a problem lol. (I've never been good enough at any game to where Tier placement was a real issue. I'm kind of a scrub, just without the self delusion of grandeur.)

    I'm starting to get over the initial learning humps, thanks to the advice you fellows were kind enough to share.

    So, now that I'm getting a little better, I might scrub it up online for some laggy and salty joyfulness! (considering prior experience with online, this might be counter-productive; we'll see, though.) This brings to mind that I need a good team the includes Mr. Phoenix...

    Who would be more complimentary with Paul's play style? I guess this is a funny question for me because this SFxT Paul doesn't feel very similar to Tekken Paul, of which I'm quite familiar with... ( but that might be because I'm just starting out and I'm ignorant).

    The obvious choice, imo, would be Bruce Wannalee; I've seen some interesting setups concerning specials where Law would lay the opponent out with punches and would grant Paul a free Burning Fist...

    Honestly, though. I'm really lazy and I don't want to spend alot of my free time learning other characters. (You see, I'm quite a big deal. I have sex with super models and people know me. I'm also lying.)
    When it comes to my extremely limited SF experience, I'm most familiar with Ken and Ryu. Would either of them be a good team member with the Paul-man?

    If not, I can suck it up and learn a more compatable character. I just don't waaannnuuuh.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    Low tier, huh?
    Oh, well. When and if I get to a place where I can perform competently concerning SFxT, I might sweat the tier placement. Where I am right now, that's not even a problem lol. (I've never been good enough at any game to where Tier placement was a real issue. I'm kind of a scrub, just without the self delusion of grandeur.)

    I'm starting to get over the initial learning humps, thanks to the advice you fellows were kind enough to share.

    So, now that I'm getting a little better, I might scrub it up online for some laggy and salty joyfulness! (considering prior experience with online, this might be counter-productive; we'll see, though.) This brings to mind that I need a good team the includes Mr. Phoenix...

    Who would be more complimentary with Paul's play style? I guess this is a funny question for me because this SFxT Paul doesn't feel very similar to Tekken Paul, of which I'm quite familiar with... ( but that might be because I'm just starting out and I'm ignorant).

    The obvious choice, imo, would be Bruce Wannalee; I've seen some interesting setups concerning specials where Law would lay the opponent out with punches and would grant Paul a free Burning Fist...

    Honestly, though. I'm really lazy and I don't want to spend alot of my free time learning other characters. (You see, I'm quite a big deal. I have sex with super models and people know me. I'm also lying.)
    When it comes to my extremely limited SF experience, I'm most familiar with Ken and Ryu. Would either of them be a good team member with the Paul-man?

    If not, I can suck it up and learn a more compatable character. I just don't waaannnuuuh.
    consult the team synergy thread for some opinions on that matter.
    to keep it short: IMO is paul a 2nd slot charcter almost exlusively and works best with zoner characters like dhalsim, sagat, guile, ryu etc. semi-zoner/footsie chars like raven, chun and rolento etc work too. You want a first character that resorts to cross rush combos to deal damage or has a good switch cancel opportunity so you can bring paul in. that kinda limits the chars more (ryu has a crappier cross rush for instance and raven does enough damage on his own eg).

    law for that matter doesn't fit well as he is "covers" the same area of effectivness as paul does.

    I played tekken since the first game, maining paul ever since. stopped playing after having some time with tekken 6 and seeing how shitty it has become. played other beat em ups every now and then too (mostly GG, SF, DoA, BR etc), but picked up SF4 as new main game afterwards. And I can assure you as well, Paul plays nothing like in tekken.

    according to a japanese tier list he is the second worst character. I think judgement can't be made yet, but it's clear that he doesn't play in top league. he just misses too much in comparision to other characters.
    我道
  • SaridanSaridan Joined: Posts: 159
    Any tips against Claw? I got beat by someone who only did wall claw (d/u punch). Block stun is soooooooo long on it and it was stuffing every thing I tried.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    Any tips against Claw? I got beat by someone who only did wall claw (d/u punch). Block stun is soooooooo long on it and it was stuffing every thing I tried.
    blockstun? cross cancel!
    you could try nj.hp as well or backjump j.mp.
    我道
  • tragtrag The Scientist Joined: Posts: 674 mod
    I think people should stop using the "Japanese tier list" as an indicator of a character's worth... as it was made by a random Japanese person. That being said, it's clear Paul isn't a top-tier character, but at the same time, putting in some work with him uncovers a decent amount of hidden potential.

    Anyway, since this game does not have assists (so there's nothing to augment your offense) there are really only two major factors in team creation. 1) Meter (building/using), 2) Combo potential. While it is true that Paul has a hard time running people down, giving him a teammate that CAN run people down doesn't fix the fact that 50% of your team still has trouble running people down. That will not change. So really, it's about how well they work together with Meter (who builds it, who uses it most effectively), and how their combos flow together.

    With these two things in mind, Law actually makes a fantastic partner for Paul on point. Law c.MP/MK > QCF+MP, c.HP -> QCB+HK is one of the best starter combos to tag cancel into Paul. Not only does it build HUGE meter, it lifts the opponent into perfect range for Paul to come in with j.HK, c.HP > Deathfist (or whatever variant you choose). In the corner, he gets a bit more. The reason this combo works so well for Paul is because of the way his j.HK hits. Most characters don't have the same angle that Paul has on his j.HK and can't reliably start the tag-in combo with j.HK outside of the corner.

    When Law is in, the main goal should be finding a way to hit c.MP/c.MK > QCF+MP so you can bring in Paul with the aforementioned combo. With Paul in, your options are a bit more limited for tag canceling. Typically, hit-confirming into Boost/Launch works well if you simply want to bring Law back in, otherwise, it's smarter to just hit-confirm into a regular combo or an EX Deathfist combo.

    Let Law build the meter, let Paul spend it.
  • SaridanSaridan Joined: Posts: 159
    I think people should stop using the "Japanese tier list" as an indicator of a character's worth... as it was made by a random Japanese person. That being said, it's clear Paul isn't a top-tier character, but at the same time, putting in some work with him uncovers a decent amount of hidden potential.

    Anyway, since this game does not have assists (so there's nothing to augment your offense) there are really only two major factors in team creation. 1) Meter (building/using), 2) Combo potential. While it is true that Paul has a hard time running people down, giving him a teammate that CAN run people down doesn't fix the fact that 50% of your team still has trouble running people down. That will not change. So really, it's about how well they work together with Meter (who builds it, who uses it most effectively), and how their combos flow together.

    With these two things in mind, Law actually makes a fantastic partner for Paul on point. Law c.MP/MK > QCF+MP, c.HP -> QCB+HK is one of the best starter combos to tag cancel into Paul. Not only does it build HUGE meter, it lifts the opponent into perfect range for Paul to come in with j.HK, c.HP > Deathfist (or whatever variant you choose). In the corner, he gets a bit more. The reason this combo works so well for Paul is because of the way his j.HK hits. Most characters don't have the same angle that Paul has on his j.HK and can't reliably start the tag-in combo with j.HK outside of the corner.

    When Law is in, the main goal should be finding a way to hit c.MP/c.MK > QCF+MP so you can bring in Paul with the aforementioned combo. With Paul in, your options are a bit more limited for tag canceling. Typically, hit-confirming into Boost/Launch works well if you simply want to bring Law back in, otherwise, it's smarter to just hit-confirm into a regular combo or an EX Deathfist combo.

    Let Law build the meter, let Paul spend it.

    I fought you on your team the other night, you were teamed up with someone else playing Law. I stole some of your stuff =). I really don't think Paul is as terrible as everyone thinks he is, but I feel like he has some matchups that are near unwinnable. Granted I'm not a top level player and also, I wouldn't be playing Paul on point like I have been while trying to learn him, but against Juri, Guile and a specific Vega / Claw I've come up against, I feel like I can't even push a button ever. I know you can alpha counter and tag out, but still, those feel like impossible matchups. I need to play around with reversal lp sway more I guess.
  • tragtrag The Scientist Joined: Posts: 674 mod
    Oh, I was probably playing with Ryan Hunter. He just started playing Law. I told him I was interested in playing Law as well and so we teamed up so he could show me a few things. Pretty fun team overall. I've been trying to stream some of my matches when I play Paul but with the stream going, and online in general, I always end up with 2-5 frames of lag. Makes stuff really hard.

    However, I was thinking of just recording some matches and showing some highlights. That isn't to say I'm any kind of top Paul player or anything. He's just a character I like to play. I can also show the blowups where I get owned by stand LP over and over cause I have no reversal =(. LOL.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    s.lp? free. paul can do NOTHING. against a good raven it's a nightmare. dat mu feels like hawk vs blanka.
    我道
  • SaridanSaridan Joined: Posts: 159
    Oh, I was probably playing with Ryan Hunter. He just started playing Law. I told him I was interested in playing Law as well and so we teamed up so he could show me a few things. Pretty fun team overall. I've been trying to stream some of my matches when I play Paul but with the stream going, and online in general, I always end up with 2-5 frames of lag. Makes stuff really hard.

    However, I was thinking of just recording some matches and showing some highlights. That isn't to say I'm any kind of top Paul player or anything. He's just a character I like to play. I can also show the blowups where I get owned by stand LP over and over cause I have no reversal =(. LOL.
    Would be awesome if you streamed, I learned a few things playing you. 2 things you did to me that worked well, and being a Paul player I should've known better, it's just crazy how long the block stun on mortar punch feels like on the receiving end lol. Blocked Mortar punch -> stand jab to magic series launcher for damage was a nice hit confirm / frame trap. Also, you were lp swaying on my block strings, ie, I jump in link into cr. strong you would reversal lp sway. I guess that would only work on cr punches I might have been able to punish that if I had been doing cr. MK.

    I'm definitely curious about Law, but hesitant to learn him, I'm planning on dropping Guile and picking up a new partner. My only worry about Law is I kind of feel like he doesn't bring anything better to the table that Kazuya doesn't bring. Kaz has easier time getting in on most people with mist step (except maybe Sagat and Juri with low projectiles). Kaz has better meterless damage if you can master EWGF, and he has good tag option specials also. Kaz generally has stronger anti-air normals and better frame advantage on normals it seems also.
  • tragtrag The Scientist Joined: Posts: 674 mod
    The more I play Paul, the less I actually wish he had added. Originally I thought "man he sucks, he needs this, and that, and this too", but sometimes I find myself thinking "if only Paul had a backdash as good as Law's". Damn you, LP!
  • SaridanSaridan Joined: Posts: 159
    The more I play Paul, the less I actually wish he had added. Originally I thought "man he sucks, he needs this, and that, and this too", but sometimes I find myself thinking "if only Paul had a backdash as good as Law's". Damn you, LP!
    I'd settle just for shredder hitting crouching opponents and letting you tag cancel followup combo on alpha counter, maybe by turning the counter into shredder launcher animation.
  • UnionUnion Joined: Posts: 79
    What can Paul do in terms of reversals, I understand EX-Sway has some invincible frames, but is that when he goes back or when he lunges forward?
    SF3: Dudley, Urien SSF4: Dudley, Balrog, Bison UMvC3: Tron, Frank, Sentinel KOF-XIII: Kensou, Iori, Chin SFxT: Abel/Paul, Law/Steve TK6: Steve, Lei, Miguel. "Let's fight like gentlemen"
  • WickedBobWickedBob Dumb Member Joined: Posts: 215
    P-link LK Razer ~ cr.MK is a good method, just try it.
  • WickedBobWickedBob Dumb Member Joined: Posts: 215
    Hey guys, i have a question about the frame data, what means "strike invulnerable" about Sway please?
  • Tiger_ClawTiger_Claw Hyouuuuu! Joined: Posts: 497
    is phoenix smasher similar to rose' soul spiral(from sf4), in which it is safer when done at a distance?
    - because i know it's a -10 on blk but i seem to have trouble punishing it with vega's cr.mp...so just wondering if this is the case.
  • zukuu1zukuu1 Theory Pro Joined: Posts: 173
    is phoenix smasher similar to rose' soul spiral(from sf4), in which it is safer when done at a distance?
    - because i know it's a -10 on blk but i seem to have trouble punishing it with vega's cr.mp...so just wondering if this is the case.
    hp version is -5. and yes, if it hits meaty it gets safer of course. however, unlike rose, paul will lunge forward and then the active frames begin, so unless you're walking into it or getting hit on wake up it's rather impossible to hit meaty on your own, just due to distance. the look is deceiving tho, you still have a 2-frame window where you should be able to punish him - just get used to the timing.
  • Tiger_ClawTiger_Claw Hyouuuuu! Joined: Posts: 497
    hp version is -5. and yes, if it hits meaty it gets safer of course. however, unlike rose, paul will lunge forward and then the active frames begin, so unless you're walking into it or getting hit on wake up it's rather impossible to hit meaty on your own, just due to distance. the look is deceiving tho, you still have a 2-frame window where you should be able to punish him - just get used to the timing.
    -5 on HP version...that doesn't say in the frame data, but that's awesome. thanks
  • RalenzoRalenzo Belgian Pad player Joined: Posts: 306
    Yeah I was also wondering where u got that information ?
    I just thought that HP phoenix smasher, gave a huge pushback making it semi-safe. Not that it was -5 instead of -10...
  • zukuu1zukuu1 Theory Pro Joined: Posts: 173
    Yeah I was also wondering where u got that information ?
    I just thought that HP phoenix smasher, gave a huge pushback making it semi-safe. Not that it was -5 instead of -10...
    testing. that it has other framedata was obvious just from seeing.

    the official guide has so many errors and missing information it's not even funny. check the paul-frame-data pic in the combo thread. should be accurate.
  • MollyFighterMollyFighter Barkley Fightan Dev Joined: Posts: 630
    Does Paul have any command dash cancels?
  • zukuu1zukuu1 Theory Pro Joined: Posts: 173
    Does Paul have any command dash cancels?
    only c.hp xx CADC as anti air has somewhat of an use. his normals are too slow and his dash sucks too majorly to make anything else worthwhile.
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