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Street Fighter X Tekken/Paul
Ideal Team Position: Anchor
Paul is easily one of the most devastating characters in the game. His damage output is insane, with his bnbs all doing around 300 damage. His specials all have great corner carry and damage potential, letting him put his opponent in the corner in just one or two combos. However, every rose has its thorns, and Paul's mobility is just awful. His walk speed is one of the worst in the game, and his dash is not only slow, but covers very little distance as well. This makes it all the more important that Paul gets his opponent in the corner, where he can really keep up the pressure with his high/low game. Paul is better fit as an anchor, so his opponent can deal with getting in for him.
High quality tutorial covering basics.
when hitting airborne characters or on crouching characters
only into Phoenix Smasher
on 2nd hit
1st and 2nd only combo on
Bone Breaker on hit or block)
dodge and hit
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.
only into Phoenix Smasher. This move is not safe but a good option for damage and you can also into Phoenix Smasher for combos.
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)
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 the opponent for your damaging BnBs. Essentially treat it as a combo starter for the juggle state.
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 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 hit.
dodge projectile invuln. and
vs airborne LP goes a short distance just past right in 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.
on 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. does a and has the same sound effect as the last hit of Ryu's 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.
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.
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.
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.
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.
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.
Meter is not super important to Paul. It is better saved for tag mechanics explained in the advanced section. But Paul builds it well and can use it. EX Mountain Raze is a waste of meter, the added range and invincibility is okay but it still does not travel far and you waste a bar where you were probably better off just switching to your partner. EX Sway is also a waste of meter, the only time you would use it would be to catch a sleeping opponent since it does allow for big combos. EX Shredder is a waste but it is Paul's only real threat as a reversal move since it does not whiff on crouchers. EX Shredder also does not allow for the combo followups normal shredder does so be wary. EX Mortar gives you the ground bounces instantly and combos more easily off of Paul's heavy normals which will be expanded on later but mainly it is not a complete waste of meter but still not something to abuse. EX Phoenix Smasher is awesome since it gives a wall bounce which leads to a combo, this is arguably the best place to spend meter if necessary. The reason being you can get this move off of many normals and Hammer Punch/Paul's slower overhead. Paul's super is okay but should only be used when it would kill an opponent or if you desperately need the space to switch characters, it looks hella cool though.
Paul's mobility sucks, during the update his offense skyrockted and his defense got a little better but Paul still needs help. He has ways around fireballs but can still get spaced out by them. Find a character that cover's his weaknesses, Yoshimitsu, Guy, etc. are mobile characters who can help Paul get in are switch out with him when needed. Dudley also gets a mention for his fantastic walk speed and ability to close the gap on an opponent. Choose one who can help Paul but that you also have fun using.
The reason we mention meter again is to use meter as a way to boost Paul's normals. Paul's normals cannot link to much but you are still able to chain cancel all of his normals. So that weird st.lk he has can lead to decent damage and a safe switch out with Partner's. Using the chain system boosts pokes or normals you use in the neutral game to attack/test your opponent. Paul's normals really lend themselves to the chain system and his st.hp and hk have far reach on top of easily chaining into his sub-par launcher. Use this system to safely switch to your partner and tack on damage if you have meter. Poking your opponent with st.mk might not do much at first but should you get a hit you have immediate access to 2 options. 1 option allows you to spend meter for a big combo while the other option is to go through the chain which then allows for a safe tag in. Spending meter is not always advised because combos scale more using the chain system but the option is there.
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
Hit Confirm Combos
Combos Into Supers