Street Fighter X Tekken/Paul: Difference between revisions

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===Normals===
===Normals===
Paul's normals are pretty crappy. His good normals include his light punches, medium punches, cr.mk, st.hp, st.mk, and past that depends on preference. Everything else is combo filler at best. cr.mk serves like a shoto low crouching middle kick. It is special cancelable and good for hit confirms. His launcher is pretty bad, other than the low crush properties, the range is very short. But the upside is that his normals do lead to his damage easily. lk Raze is very easy to combo into from most of his cancelable normals which then leads to his high damage combos which leads to setups provided you have meter.
Paul's normals are pretty crappy. His good normals include his light punches, medium punches, cr.mk, st.hp, st.mk, and past that depends on preference. Everything else is combo filler at best. cr.mk serves like a shoto low crouching middle kick. It is special cancelable and good for hit confirms. His launcher is pretty bad, other than the low crush properties, the range is very short. But the upside is that his normals do lead to his damage easily. lk Raze is very easy to combo into from most of his cancelable normals which then leads to his high damage combos which leads to setups provided you have meter. st.hp is notable for causing crumple on counterhit which leads to huge combos. Use mp and mk for spacing as hp is slow and risky. lp is good to pester the opponent and setup for tick throws.


== Advanced Strategy ==
== Advanced Strategy ==

Revision as of 10:13, 1 October 2014

Street Fighter X TekkenSFxTLogo.png
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

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 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. This move is not safe but a good option for damage and you can also cancel into ex Phoenix Smasher for combos.
Hang Over
f + hp --- df + hk --- p
high on 1st hit
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
df + hk --- p
low knockdown 1st hit 2nd hit pushes away on hit. Decent low to abuse if people don't expect it too often. You can use in tandem with Paul's overheads to mixup the opponent.
   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 a safer tool than Paul's other tools.

Normal Throws

{SFxTMoveListHeader}}

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. Essentially treat it as a combo starter for the juggle state.
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 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.
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 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.
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 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

Name
Command
Notes
Burning Fist
qcf + 3p
While Paul does benefit from meter. It should be better saved for tag cancel combos and switching characters when Paul is in trouble. The super does good damage and looks nice, but overall save meter unless you know it will the opponent.

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. LP Sway can keep Paul safe but sacrifices distance. 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 is a simple high damage character. His combos are basic and easy to perform while dishing out aforementioned high damage. Basic combo goes as such, normal xx(canceled into) Mountain Raze followed by HK Shredder Kicks then cl.HP/HK xx Phoenix Smasher (Death Fist). One of the best things about Paul is that he is consistent. Meaning in most situations Paul will be able to pull off this combo and even better, with little to no meter used. Paul does not have a plethora of cancelable moves like other characters. But all of them allow Paul to cripple the character and push towards the corner and limit their options. Phoenix Smasher is your go to combo ender. It does the most damage scaled and unscaled and smashes the opponent to the corner. This move by itself does good damage and is pretty flashy, but unsafe. This move is the reason why Paul can tack on so much damage on the end of his combos. And again HK Shredder to cl HP/HK xx Phoenix Smasher will the latter portion of most if not all the combos you need.

Spacing

Some would say this goes with movement but until they edit this guide and make it better... Yeah. Paul needs to be in close range to do damage plain and simple. He does not have good normals to keep the opponent in check. cr.MK is his only long range low that is relatively safe and cancelable. st.MP and HP are of note as well but MP has poor range while HP is somewhat unsafe. Paul has poor range in general so again it is important to find a tag character for him that can get in close. Sway can help by keeping Paul safe with LP Sway and fakeout the opponent with MP Sway. Close the gap characters can run away from you with Phoenix Smasher (Death Fist). By ending with Death Fist the opponent is thrown towards the corner and should you tag cancel your partner character will be right beside the opponent as they get up. This allows you to build more meter to repeat the process with Paul for damage and safety.

Normals

Paul's normals are pretty crappy. His good normals include his light punches, medium punches, cr.mk, st.hp, st.mk, and past that depends on preference. Everything else is combo filler at best. cr.mk serves like a shoto low crouching middle kick. It is special cancelable and good for hit confirms. His launcher is pretty bad, other than the low crush properties, the range is very short. But the upside is that his normals do lead to his damage easily. lk Raze is very easy to combo into from most of his cancelable normals which then leads to his high damage combos which leads to setups provided you have meter. st.hp is notable for causing crumple on counterhit which leads to huge combos. Use mp and mk for spacing as hp is slow and risky. lp is good to pester the opponent and setup for tick throws.

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