Street Fighter X Tekken/Paul
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.
In a nutshell
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.
High quality tutorial covering basics.
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.
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.
is invincible to air attacks and therefore your go to anti-air on reaction. is not invincible to ground attack so punish those mindless opponents you face. 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.
dodges back farther than his backdash so use this to end blockstrings if you really want a safe ender.
dodges, avoids lows, and hits overhead. You can link a cr. afterwards as well for a combo.
dodge and knockdown. Unsafe no real practical use. Flashy spin animation on hit.
dodge projectile invuln. and
vs airborne goes a short distance just past right in of Paul. goes farther maybe 2 character spaces away. While 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. 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.
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