Street Fighter X Tekken/Paul

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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

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.

Video Walkthrough

High quality tutorial covering basics.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png Chcrumple.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Close Hard Kick
(near opponent) Hk.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Hammer of the Gods
F.png + Mp.png
High.png
Groundbounce.png when hitting airborne characters or Counterhit.png on crouching characters
Hammer Punch
F.png + Hp.png
High.png
Speccancel.png only into Phoenix Smasher
Hang Over
F.png + Hp.png ---.png Df.png + Hk.png ---.png P.png
High.png on 1st hit
Low.png on 2nd hit
1st and 2nd only combo on Counterhit.png
Bone Breaker
Df.png + Hk.png ---.png P.png
Low.png Knockdown.png 1st hit 2nd hit pushes away on hit
   Demolition man
(Hang Over or
Bone Breaker on hit or block)
P.png
Knockdown.png Speccancel.png into Burning Fist (Super) Will not connect unless on Counter.png hit or in the corner. On block it pushes the opponent away making it somewhat safe.

Throws

Name
Command
Notes
Push Away
F.png or N.png + Lp.png + Lk.png
Throw.png
Foot Launch
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Mountain Raze
Hcf.png + K.png
Ex.png
Knockdown.png juggle
Shredder
Dp.png + K.png
Ex.png
Knockdown.png
Sway
Qcb.png + P.png
Ex.png
L.png dodges back
M.png dodge and hit
dodge and Knockdown.png
Ex.png dodge and Wallbounce.png
Mortar Punch
Dp.png + P.png
Ex.png
High.png
Hardknockdown.png
Groundbounce.png on Ex.png
Groundbounce.png vs airborne
Phoenix Smasher
Qcf.png + P.png
Ex.png Chrg.png
Hardknockdown.png
Wallbounce.png on Ex.png

Super Combo

Name
Command
Notes
Burning Fist
Qcf.png + 3p.png


Move Analysis

Normal Moves

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png Chcrumple.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Close Hard Kick
(near opponent) Hk.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Hammer of the Gods
F.png + Mp.png
High.png
Groundbounce.png 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.png + Hp.png
High.png
Speccancel.png only into Phoenix Smasher. This move is not safe but a good option for damage and you can also Cancel.png into Ex.png Phoenix Smasher for combos.
Hang Over
F.png + Hp.png ---.png Df.png + Hk.png ---.png P.png
High.png on 1st hit
Low.png 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.png + Hk.png ---.png P.png
Low.png Knockdown.png 1st hit 2nd hit pushes away on hit. Decent Low.png 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.png
Knockdown.png Speccancel.png into Burning Fist (Super) Will not connect unless on Counter.png 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.png or N.png + Lp.png + Lk.png
Throw.png Standard Throw.png with 130 damage. Good setups into tick throw.
Foot Launch
B.png + Lp.png + Lk.png
Throw.png Standard 130 damage.

</div>

Special Moves

Name
Command
Notes
Mountain Raze
Hcf.png + K.png
Ex.png
Knockdown.png 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.png the opponent for your damaging BnBs. Essentially treat it as a combo starter for the juggle state.
Shredder
Dp.png + K.png
Ex.png
Knockdown.png LK.png is invincible to air attacks and therefore your go to anti-air on reaction. MK.png is not invincible to ground attack so punish those mindless opponents you face. HK.png 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.png Shredder Kicks as it is completely invincible and will hit crouchers.
Sway
Qcb.png + P.png
Ex.png
LP.png dodges back farther than his backdash so use this to end blockstrings if you really want a safe ender.
MP.png dodges, avoids lows, and hits overhead. You can link a cr. MP.png afterwards as well for a combo.
HP.png dodge and knockdown. Unsafe no real practical use. Flashy spin animation on Counter.png hit.
Ex.png dodge projectile invuln. and Wallbounce.png
Mortar Punch
Dp.png + P.png
Ex.png
High.png
Hardknockdown.png
Groundbounce.png on Ex.png
Groundbounce.png vs airborne LP.png goes a short distance just past right in Front.png of Paul. MP.png goes farther maybe 2 character spaces away. While HP.png 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.png + P.png
Ex.png Chrg.png
Hardknockdown.png
Wallbounce.png on Ex.png 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.png hit however has a special animation and hits the opponent for 230 damage. Ex.png does a Wallbounce.png and has the same sound effect as the last hit of Ryu's Ex.png 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

N/A


The Basics

N/A


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