Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
WS+4 (on hit)
WS+4 is your main WS punisher up to -15 and gives you +5 frames to work with. It pushes the opponent back a quite a bit on hit however, leaving you with only a few options since again many things will whiff:
- D+1: seems to be one of the best options; safe
- d/f+1,1_d/f+1: will whiff on max range WS+4; safe
- d/b+3: will whiff on max range WS+4; not safe on block
- 3,2: will beat out anything other than i10 moves; safe on block but last hit can be ducked

d/f+1 (on hit)
This leaves you with less options at +4 on hit. You can follow-up with:
- 4: uninterruptible and gives a full combo if they try; safe but can be ducked and crushed
- jabs: uninterruptible
- grabs: a grab cannot be interrupted, so you might as well throw one out if you think it could connect
- d/b+4: your low for annoyance; can be lowparried
- d/f+1,1_d/f+1_D+1: safe on block mids, merely for when you think they are going to duck; these options would all result in both players getting hit if they went for i10 jabs, but again with CH 4 as an option post d/f+1 on hit chances are they won't attack if they know what's good for them

SS+3 (on hit)
+2 on hit means you don?t have a ton of options, but it?s still worth noting:
- 1,2: cannot be interrupted, but may get crushed or ducked
- grabs: if they block high and they can?t break them consistently
- d/f+1,1_d/f+1_D+1: i14 and hit duckers, but can be interrupted

d/f+1,1 (on hit)
This NC gives only +2 on hit, but with the thread of the last hit of the string (the 2 in d/f+1,1,2) to come out people usually don?t duck or attack after a d/f+1,1 so you can followup with:
- jabs: uninterruptible even if they try
- d+4:2:1+2: a great option for when you think they will block high trying to avoid the last hit; can interrupted interrupted and obviously blocked for massive damage
- grabs: can be interrupted, but as stated people usually don?t throw out anything immediately after a d/f+1,1
- continuing the string with the 2: doing d/f+1,1,2 will hit them if they start ducking the above two options; it?s safe on block with good reward if it connects

D+1 or 1,4 (on hit)
D+1 on hit leads to one of my favourite mix-ups. The move comes out in 14 frames, hits mid and can transition to FC if you hold D. Giving you +2 on hit leaves you with some (not very damaging but extremely annoying) options:
- FC d/b_d_d/f+3 _ FC d/b_d_d/f+4: these babes are very annoying; they do only chip damage, yes, but throwing them out multiple times in a match makes ppl do some desperate shit; chances are they?ll start ducking to block them which is where the next option comes in:
- WS+4: this mid move comes out in 11 frames and will therefore beat out every mid they may try (if they realize you stay in crouch after the d+1 chop are they won?t try to throw out something high because it could whiff and you could punish it badly) and it will hit them if they start do duck
* side note: Even though 1,4~D gives you only +1 it can lead to the same situation, but I seldomly use it because the 4 in 1,4 can be lowparried if you?re getting too obvious with it.

f+1+2 (on hit on crouching opponent)
Not something that you?ll get often in a match (even though f+1+2 is a great move to throw out it isn't the fastest move and to get the +10 frame advantage you?ll need to hit a crouching opponent), know however that if this connects you can do all the options above, plus:
- qcb+1: a mid option that hits them if they stay in crouch and juggles them on CH; since with perfect execution it comes out in 19 frames it cannot be interrupted, if they try you?ll get the launch
- qcb+3,2,(CH confirm)1: a low and relatively safe option (aside from the fact that it could get lowparried) that comes out in 20 frames on perfect execution; if they try to interrupt you you?ll CH them and can couterhit-confirm the string and input the final 1 for a total of 43 dmg
- b+2: comes out in 22 frames and is therefore interruptible by generic WS+4?s, but if you feel lucky it?s worth a try

SS+3 (on CH)
Unless at a very max range hit a CH SS+3 nets you a guaranteed D+2 (FC special mid punch) for further 9 damage (34 dmg in total), but if you prefer to go for a higher damage mix-up instead know that you're left at +11, hence you can followup with pretty much everything from above or moves that are i20 or faster. Just make sure you're being creative and keep them guessing.

Summing up, unlike many chars in the game Paul cannot chain (mixing +frames moves on block with +frames moves on hit to continiously apply pressure on an opponent) very well, because he doesn?t have decent block frame traps. For the majority of his traps and mix-ups to work effectively he needs to hit the opponent first.
I strongly recommend that you become familiar with Paul's frame data (if you aren't already). Knowing the properties of different moves on hit and block will help you in your decisions and improve your mix-ups. You should always know (at least more or less) if it's wise to attack or block after one of your moves has hit the opponent or if something gets blocked.

Mind games
As stated above, unfortunately Paul does not have many usable + frames moves on block, which makes custom stringing and mind games for him a lot harder than for many other chars in the game.
He does have a few traps however that can score good damage. In the below section I?ll talk about mind games that work even on block (as opposed to the mix-ups in the frame advantages section).

The key for efficiency in your mind games is a good knowledge of your enemy in order to be always a step ahead in your thoughts. First you should try to have answers to the below questions:
- How is her/his play style? (turtle/pitbull_impatient/looking for mistakes_low risk poking/high risk mix-ups_etc.)
- How is his knowledge of Paul? (Which of Pauls duckable strings moves will she/he duck? Does he/she have a good knowledge of Paul?s frame data)
- Which attacks does she/he usually use? (for attacking_for punishing_in panic situations)

Obviously mind games are always highly situational, but being able to answer the above questions will greatly improve the success rate.
With that being said, Paul has the following moves that can lead to mix-ups:

3,2 is a great poke since it has great range, naturally combos with a mid start, is pretty fast at i15 and can be hit confirmed to avoid the second hit getting ducked. Also, you can do simple mind games with it:
If you?re positive they won?t duck the 2 on block, throwing it out leaves you at only -3 with some pushback. Considering many moves that could interrupt your follow-ups won?t reach, if you think they?re unaware of the fact that you?re only at -3 and they?re impatient they might rush in, giving you the following options:
- 4: fast CH starter that might catch them if they dash in for an attack; safe on block but risky since they can interrup you with anything i14 or faster and they can backdash or duck it and whiff punish, so don't get too obvious with it
- b,f+1: if you?re sure they?ll come after you this one should evade most things and hit ?em; pretty unsafe option since you?ll get launched on whiff if you misjudged them and they backdash instead of attacking after a blocked 3,2
- SS: as stated earlier sidestepping after 3,2 is a great option; no risk and can easily give you free hits if they attack
If you know they will flashduck the 2 on block you can stop after the 3 (leaves you at -7) and try to catch them with a low which should hit right after they went back to standing:
- d/b+4: this low poke is fast and reaches; it's not extremely punishable on block, but they might lowparry you or crush you, so use it sparingly
If you think they?re going to interrupt your low by attacking immediately after the 3 on block you can always finish the string with the 2 for a CH (3),2 combo, though if they flashduck it you?ll get launched.

Another great NC poke that can lead into mind games. If you?re positive they won?t duck the second 1 on reaction throwing this out leaves you at -5 on block but pretty close and they usually don?t attack or duck afterwards because of the thread of the last hit to come out. Follow up with:
- d+4:2:1+2: unsafe option but will trip them and becomes especially lethal when they?re a few char distances away from the wall
- grabs: if they can?t break them consistently
- D+1_d/f+1,1_hit confirm 3,2: your safe mid options when they start ducking
- d/f+1,1,2: if they duck or try to attack you after a d/f+1,1 to interrupt you before you can do the mix-up finishing the string will net you a dash up into juggle_oki (if they?re smart and tech)

This one is nice for mind games if they don't know how to react to it. With the last hit of the string being either high or low no matter what and the string being pretty common among all kinds of players, it?s a quite safe bet to assume they?re going to duck the last hit. Stopping at the 2 on block leaves you at -10 but with the thread of the last hit to come out it gives you the following options should they not get back up immediately after ducking:
- D+1_d/f+1,1_hit confirm 3,2: these moves hit them ducking and are as safe as it can get
Once they realize you keep stopping after the qcb+3,2 they might try to jab punish you immediately after it, which is where you should starting to mix in a qcb+3,2,1 to CH ?em if they try to jab punish you and keep them guessing. Finishing the string with the 1 is safe on block but only recommended if you?re sure they won?t duck the last hit, because obviously if they do you?ll get launched.
Also, note that they can avoid the mix-ups and duck the final 1 by flashducking after qcb+3,2. In this case you should do d+4:2:1+2 to trip them immediately after they went back to standing. They can also avoid everything and punish a blocked qcb+3,2 with a simple generic d/b+1 punch.

SS+3 can be mixed up fairly well with SS 3,2 (cancel the sidestep with a f input and a n; e.g. SS~f~n~+3,2) _ SS d/f+4 _ SS d/f+3 _ SS qcb+2 (if they?re with their back to the wall).

SWY 1 can be mixed up obviously with the SWY 3 string but also with qcb~d+1,2 as a mind game since they might try to attack after the d+1 and get hit by the 2. Doing qcb~d+1,2 can be especially useful when they?re with their back to the wall, as it might result in a wall splat.

f,f+2,1~b cancel can give you a basic mix-up if you don't get too obvious with it. After it you can go for fast lows like FC d/b+4_d/b+3_d+4:2:1+2 or fast mids like d+1_ d/f+1_hit confirm 3,2. Even throwing in a SS after it can sometimes be effective.

Paul's oki is good but nothing outstanding compared to other characters. This is due to the fact that he doesn't have many moves that grant him good oki options. He has quite a few good options for grounded opponents, but he doesn't have any good spike enders neither, his juggles generally give him no oki at all in the open and most of the moves that give him followups are grabs.

Here's a list of moves and their respective okizeme followups:

Post wall B! d+1:
This wall combo is pretty much the mother of all mix-up's on a KND opponent with Paul. If you substitute your post B! wallcombo with a d+1 spike you can go for this oki with extremely high damage potential:
- qcf+1+2: hits them if they lie there (for about the same total damage as the d/f+1, d+1+2 wallcombo) and juggles them should they get up and don't block low immediately (giving a CC, qcb+1 B! into another wall combo); this option is unsafe so you should only really use it if you thing they're going to lie there
- qcf+3+4: with the initial cd animation looking just like a qcf+1+2 this is your option for when you think they're going to get up and block low to avoid the qcf+1+2; high splats on hit and is safe on block
Should you play against very skilled people and they start catching on this and stand up immediately blocking high and waiting for the qcf+1+2 you can also substitute the low option qcf+1+2 of this mix-up with d+2 and the mid option with qcb+2 for a lower damage potential, but a really unseeable mix-up.

Post B! f,f~d/f+1, qcf+2:
This juggle ender does a only few points less (approx. -5 points depending on the juggle length) than a post B! d+4:2:1+2 but gives a good WR oki afterwards, making the total damage often much higher than with a demo man. This ender can yield really good results in wall-less stages.
Since the qcf+2 sends them rolling they can?t tech, meaning you can run up for some good followups. All you have to do is start running as soon as possible (by buffering an f input into the recovery of your qcf+2 and inputting and holding a second f as soon as the recovery is over) for one of the below options:
- running UB!: if they try to quickstand they?ll get hit by the running UB! shoulder tackle for further 36 damage
- low run over stomp: if they stay down they get hit by the run over stomp for further 14 damage
- running 4 slide: if you input 4 while running you?ll hit them with a low slide for further 17 damage, but I wouldn?t recommend this option unless you?re 100 % sure they lie there, because this is avoidable by quickstanding and blocking low; you?ll get punished for trying and miss out the great damage the UB! shoulder would have done on your quickstanding opponent
- run up~qcf+1+2: catches them if they side roll to avoid the run over stomp; if they realize the only option to avoid the UB! shoulder or the run over stomp is a well timed side roll, run up and throw out a qcf+1+2 immediately to catch them

Post B! qcf+3+4:
Sacrificing the d+4:2:1+2 juggle ender for the less damaging (approx. -11 points depending on the juggle length) qcf+3+4 post B! leaves you with a few oki options.
Generally speaking this isn?t a huge option because as opposed to other chars spike enders the opponent can tech after this, giving you nothing more than a standing mix-up. Doing qcf+3+4 can sometimes be useful though, especially in stages without a wall and when you desperately need to rip off more points from the opponent's lifebar (because you?re going to inflict considerably more damage than you would with the guaranteed d+4:2:1+2 ender if you guess right obviously).
The post B! qcf+3+4 leaves you very close to them and allows you to input moves early enough for the following oki options:
- SWY 1: hits lie there and can bound backrolls and quickstands
- 3,2: picks up quickstands and backrolls for a full combo
- d+2: hits side rolls
- mix-up: if they tech you won?t get any guaranteed damage, but you can do a low_mid mixup (such as dash~d+4:2:1+2_dash~hopkick if you like it risky or SS+3_SS~hit confirmed 3,2_qcb+2 for less risk) or even mix in some grabs if you think they?re going to block high and can?t escape them consistently

Post B! qcf+1:
For even lesser damage (approx. -15 points depending on the juggle length) you can do a post B! qcf+1 which gives different oki options. Usefulness is pretty much the same as above, somehow limited but ok in wall-less stages.
A post B! qcf+1 allows you to input commands long before they touch the ground, and they will land FDFT. Just make sure to do a deep dash before the oki options or a f<f+4 (delay the second f a little to allow the dash to cover more distance) if you chose that option, because if you do a short dash or throw out a buffered f,f+4 you?ll whiff on backrolls.
Your options are:
- f<f+4: hits side rolls (they can?t side roll fast enough to evade it), lie there, quickstands for a WS+4 followup + further FUFA oki and backrolls for a WS+4, d+1 followup
- deep dash~qcb+1: hits side rolls (they can?t side roll fast enough to evade it), lie there bounds back rolls and KND?s quickstands FUFA for further oki
- deep dash f,f+3,4: juggles quickstands and backrolls BT for a b+1,2 B! dash d+4:2:1+2 combo but misses on side rolls and lie there
- mix-up: again, if they tech you won?t get any guaranteed damage, but you can do a low_mid mixup or use grabs

Last edited by BlackPriest on Jun 28th, 2011 at 23:38