Paul's core gameplay can be described primarily as a whiff pushin and overexertion fishing style. You deal a lot of damage with most attacks, so if you can stand your ground and capitalize on your opponent's mistakes, then you will have a much easier time following up with your own attacks. A bit tool in your arsenal is the 50/50 and throws, so make sure you familiarize yourself with them.
Best Pokes
- d1 – a 14 frame mid.
- df1 – also a 14 frame mid, goes into backswing.
- 3 – awesome range.
- db3 – great range, but launch-punishable on block.
- qcf3 – excellent on CH, also great range and tracking.
- 1,2 – very basic yet essential poke.
- WS4 – great quick approach tool.
- WS1,2 – a new toy in his repertoire. Does not chain, but on the CH of the second hit in chains into the backswing.
Mix Up and Oki Options
- f1+2 – plus on block.
- qcb2 – also safe on block, also a Heat engager.
- qcf3+4 – great damage.
- qcf3
- SS3
- b4
- df4,2,1+2
Pressure Tools
- f1+2 – forces crouch and leaves Paul at +3.
- df1 into backswing.
- qcb4 – plus frames, jab becomes a frame trap after.
- uf2 – it’s a linear high, but it’s +5 and you’re very close.
Punishers
- 1,2 – great standard punisher, could be extended to 1,2,3 if the opponent can die. Otherwise, stick to 1,2
- b1,2 – high mid, knocks down, leads to mixups.
- d1+2 – 13 frame punish. Less damage, but it’s mid and has range.
- b3 – a full launcher, but the range is limited.
- f2 – better range at 14 frames.
- df2 and uf4 – his 15 frame punishes.
- WS4 – 11 frames, simple.
- WS3,2 – 13 and 14 frames.
- WS2 – for anything 15 and above.
Launchers
- df2
- up3,4
- qcf1
- CH df4
- qcf3+4
- CH qcb3,2,1
- CH qcb4
- qcb1+2
- WS2
- CH qcf3
- CH SS3
Heat Moves
- qcb2
- f4
- qcf2
- 2+3
- d1+2