Paul Phoenix - The Streetiest Fighter of Tekken

Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Sat Mar 17, 2012 9:03 pm

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Introduction

Paul Phoenix is a slow moving hard hitting machine with Dan-like normals. This is a very good thing because of the ability to chain normals in Street Fighter X Tekken. Just like Dan, Paul is an in your face frame trap character, but with more emphasis on solid play rather than gimmicks. If you want to play Paul Phoenix, you will need very very very solid footsies and fundamentals. All of his movement traversing moves are either unsafe, or easily hit out of. Also, he moves ungodly slow. By ungodly slow, I freaking mean ungodly slow walk speed and probably one of, if not the worst forward dashes in the game. Paul is probably best paired with a character that is able to get in easily or can zone efficiently. Due to Paul's combos relying almost entirely on links, and are short and to the punch, damage scaling is not a huge issue with him.

Oh yeah, he is basically a Street Fighter side character. Play him like such.

Summary
Health: 1050
+Good Damage
+Solid Frame Trap Pressure
+Great Pokes
-SLOW AS ****
-Hard to get in
-Terrible Dashes
-Unsafe Specials
-Free on Wake up
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Sat Mar 17, 2012 9:05 pm

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Normals (Far Version)

Far Standing :punch-light: - One of Pauls best hit confirming normals and frame trap tools. It is a whopping +9 on hit allowing you to easily hit confirm into a chain starting with standing :punch-light: or :punch-medium: , or a combo with crouching :kick-medium: . +5 on Block


Far Standing :punch-medium: - Great Footsie Normal that can be special canceled. Similar to Ryu's.


Far Standing :punch-hard: - Terrible Startup, Terrible Hit and Hurtbox. Do not use unless in combos. If you still want to use it, it can be very surprising for both the user and the opponent. I wouldn't be lying if I didn't accidently get this when trying to Mortar Punch and won the round anyways due to the huge delay between hits. Don't ever chain it on block. Ever. Ever. Ever. If you still want to chain it on block, you best be canceling into EX Mortar Punch, EX Sway, Or EX Phoenix Smasher dash cancel.
It does have the weird property of crumpling on counter-hit. If you want to be especially ballsy this can be useful. Also note when using EX Phoenix Smasher dash cancel, you are at best neutral if you input it as fast as possible for a stand alone :punch-hard: , no idea what happens during a chain. Be Careful.


Far Standing
:kick-light: - Resembles Dan's far S. :kick-light: . Good for chaining and close proximity footsies.


Far Standing :kick-medium: - Another great footsie normal because of its huge range. Basically Dan's Far S. :kick-medium: , which is amazing as a poke or chain starter when whiff punishing. Be careful when chaining into Heavies without confirming as they are unsafe.

Far Standing :kick-hard: - No real reliable use for this normal except chains. Cannot be special canceled unlike close :kick-hard: and is terrible as an anti-air. Only use it during chains because :punch-hard: has terrible range.

Normals(Close Version)


Close Standing :punch-light: - Exact Same as Far Standing :punch-light:. Can be linked into close :punch-medium: , crouching :punch-medium: , crouching :kick-medium: , or crouching :punch-hard: . + 5 on Block


Close Standing :punch-medium: - Paul's best close normal besides :punch-light: . This is your main Frame trap/meaty normal. It has the same exact combo-ability as Paul's :punch-light:. If you are chaining your normals and stop at this move, it is completely safe from what I have seen so far. +5 on Block


Close Standing :punch-hard: - Found pretty much no use for this normal, has seriously no range at all, and has crazy startup. It is perfectly safe on block however, and has huge amounts of block stun. If you scare your opponent enough with your frame traps, you can probably use the deceptive block stun on this move to bait a punish.


Close Standing :kick-light: - Pretty much exactly like Dan's Close Standing :kick-light: . Can be linked into :punch-light: , close :punch-medium: , far :punch-medium: , and crouching :punch-medium: +3 on Block


Close Standing :kick-medium: - Not a bad normal, but since both Close Standing :punch-medium: and Close Standing :kick-light: startup faster, and have more frame advantage on hit and block, the move is not very applicable in frame traps. However, when comboing magic series/chain, this should always be the normal used to ensure the chain doesn't whiff. Can be linked to :punch-light: Completely safe on block.


Close Standing :kick-hard: - Also a very weird normal in regards to frame traps. Decent Normal off a Meaty hit on wake up since it has a large amount of active frames and can be dash canceled to lessen the recovery. Other than a meaty hit, not very useful especially since Close standing :punch-medium: leads to easier combos.


Normals(Crouching)


Crouching :punch-light: - Same startup as Paul's Standing :punch-light: , but not as good frame advantage wise. Can be linked into Standing :punch-medium: , crouching :punch-medium: , crouching :kick-medium: . The only advantage is has over standing :punch-light: is it has an extra active frame. Secondary crouching Frame Trap tool, can be used after crouching medium punch to catch mashers.


Crouching :punch-medium: - Basically any Shoto's crouching :punch-medium: . Can be linked into another crouching :punch-medium: , or any :punch-light: . Main crouching Frame Trap tool.


Crouching :punch-hard: - Paul's main Anti-Air normal. Starts up very slow, but is pretty consistent as an anti-air from the front. If the opponent is too close to Paul, do not try to use this normal as an anti-air because the hit box is slightly in front of Paul and will whiff. After anti-airing, canceling into Phoenix Smasher charge is advised. This allows Paul to either combo from his anti-air off counter-hit or dash forward after his anti-air allowing him to begin his close ranged game. You can also cancel this normal into Mortar Punch after an anti-air because it will always combo on counter-hit without timing a charge, and will be an overhead mix-up on the now landed opponent. This is another great tool to get Paul in since Mortar Punch is safe on block.


Crouching :kick-light: - Terrible crouching attack that is special cancel-able. It's saving grace is it can be chained into S. :punch-medium: in order to hit confirm a combo. Even though the normal is special cancel-able, only EX Phoenix Smasher, Shredder, and Super will combo.

Crouching :kick-medium: - Pretty much a Shoto Crouching :kick-medium: . Hits Low, easily combo'd into, and is safe on block. Very good Footsie tool. All Specials will combo except Mortar Punch and Sway.


Crouching :kick-hard: - Decent Sweep, somewhat on the slow side and unsafe on block. Can not be special canceled. Good for whiff punishing to get in, but do not use it up close.


Normals Neutral Jump


:punch-light: - Not good, best to use medium punch.

:punch-medium: - Great for air to airs.

:punch-hard: - Great for tag cancel combos and is decent air to air. Paul lays completely flat with an elbow below him, can be decent against some anti airs if you neutral jump during pressure, which isn't that smart in the first place.

:kick-light: - Exactly like his diagonal light kick, not very practical from a neutral jump stand point, but can be useful for a tick throw.

:kick-medium: - Pretty good air to air, same as his diagonal jump.

:kick-hard: - Pretty good air to air where Paul kicks upwards in front of him. Same practical use as Ryu's except a bit slower and swipes vertically rather than horizontally.


Normals Diagonal Jump


:punch-light: - Terrible.

:punch-medium: - Same as Neutral Jump :punch-medium: , really good for air to airs.

:punch-hard: - Shoto HP Jump in

:kick-light: - Looks like deejay's command air knee, is kind of decent for fake cross ups and can be used to tick throw.

:kick-medium: - Paul's best cross up and is pretty good for air to airs, not as good as :punch-medium: , but still good nonetheless.

:kick-hard: - Slow, wind up kick in the air. Basically Dan's Diagonal j. :kick-hard: .
Last edited by TheTaiwanNinja on Wed May 16, 2012 3:31 pm, edited 22 times in total.
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Sat Mar 17, 2012 9:08 pm

Unique Moves

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:joystick-right: :plus: :punch-medium: - Hammer of the Gods, this is Paul's fastest overhead, Although it has decent start-up for an overhead, it feels petty damn slow. There are no follow ups or combos from this move unless it hits airborne enemies or counterhits. Completely safe on hit, but can be punished if blocked. When comboing, using this as a tag could save unneeded damage scaling Shredder might add.

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:joystick-right: :plus: :punch-hard: - Hammer Punch, Another overhead. Starts up four frames slower than Hammer of the Gods, and is completely unsafe on hit and block. Can be followed up with :joystick-down-right: :kick-hard: to make it safe on block. Can also be canceled into Phoenix Smasher on whiff or hit making it a great surprise overhead that actually leads to damage on grounded opponents. Can even be canceled into EX Phoenix Smasher or his Super, and if you dash cancel the Phoenix Smasher you should be at a positive frame advantage!

:joystick-right: :plus: :punch-hard: , :joystick-down-right: :plus: :kick-hard: , :punch: - Hang Over, this is the expanded follow up of Hammer Punch. The kick follow up will not combo even if the overhead hits. You should only do the follow up if the opponent blocks Hammer Punch. Since Hammer Punch is an overhead and the kick hits low, you can mix-up your opponent with this follow up. The punch follow up is relatively not safe so only use it if the kick hits. Demolition man will not combo after this chain.

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:joystick-down-right: :plus: :kick-hard: - Great, Amazing Footsie + Mix up tool. Hits Low, leads to decent damage in the corner and is a great tool to make the opponent worry about lows.


:joystick-down-right: :plus: :kick-hard: , :punch: - Bone Breaker - Oh hey, it's another version of the only Tekken chain Paul has. This time, everything is unsafe, but the Heavy kick still hits low, and has decent range to make it safe. The only reason to use the punch follow up is if the kick hits or you spaced the kick terribly and need to follow up with the punch into another :punch: follow up. Unlike Hang Over, Demolition Man will combo if the kick and punch hit in the corner. Remember that Bone Breaker will still cancel from the Kick even on whiff, can be useful for traversing space.

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:punch: - Demolition Man - Paul's final punch follow up to Hang Over and Bone Breaker, will only combo off Bone Breaker in the Corner, and is punishable by fast reversals, but it is much more safe compared to not following up Hang Over or Bone Breaker on block, therefore you should always use this if you find yourself at a disadvantage.



Special Moves

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:joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: - Phoenix Smasher, this is your bread and butter Special Move, it's actually pretty damn unsafe on block if not spaced correctly so don't abuse it to much. Paul has plenty of hit confirms to ensure you'll always hit or space the distance correctly to be somewhat safe. Sends the opponent almost full screen distance away from Paul, but gives a hard knockdown allowing Paul to traverse the distance using Mountain Raze. Travels farther based on Strength of button pushed where light is the shortest and heavy is the farthest.

EX Phoenix Smasher - Wall bounces the opponent, but can not be combo'd from if they are in the corner. From everywhere else it can be followed up with any of Pauls normals into Phoenix Smasher(Heavy normals are kind of hard to hit with), or his Hammer of the Gods allowing him to extend his combo with a ground bounce. HIGHLY UNSAFE ON BLOCK, WORSE THAN MOUNTAIN RAZE.

:joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick: - Mountain Raze, Paul's main movement ability when the opponent gets hit by a Phoenix Smasher. Allows Paul to use extended combos if hit; however, it is his most unsafe special on block so never ever use it stupidly. It will go through projectiles right before it hits active frames, but can be hit by them early in start up. Great for hitting a zoning character from mid screen or closer, but will whiff if any farther allowing them to punish you freely. A very high risk, high reward special move that leads to good combo damage or Paul being in that ass. Distance traveled is dependent on the Strength of the button pushed, where light is the shortest, and heavy is the longest.

EX Mountain Raze - Pretty much the same as regular Mountain Raze, but has some invincibility after 1 frame of startup. Allows easier combo follow ups compared to Phoenix Smasher. Good for getting a decent damaging combo when the opponent throws a fireball. Other than that, not usually worth the meter cost in combos.

:joystick-right: :joystick-down: :joystick-down-right: :plus: :punch: - Mortar Punch - One of Paul's funnest and greatest Special Moves. Great mix-up tool to use in block strings because it is Paul's most safe special move on block(CAN BE HIT OUT OF IF THE OPPONENT REACTS and still can be unsafe if it hits the opponent stand blocking too high). Hits overhead which is great, and is a useful in move against fireball characters. It has a huge window to be hit out of because Paul enters the air, so do not use this move randomly. Also, it looks like Power Dunk. **** yeah. Mini ground bounces on counter hit. Distance depends on strength of button pushed, light shortest, heavy farthest. Does not combo from anything. Also, if spaced correctly :punch-hard: Mortar Punch and :punch-medium: :punch-hard: EX Mortar Punch have the ability to cross up.

EX Mortar Punch - Same thing as regular Mortar Punch, except it causes a ground bounce without counter hit. Usually not worth the meter as well, but can be used interestingly because it is faster than regular Mortar Punch. It is more unsafe on block though, use sparingly. Can be combo'd from heavy normals. IF YOU EVER CHAIN TO A HEAVY NORMAL YOU WILL PROBABLY NEED TO CANCEL TO THIS OR EX SWAY. If you chain to a heavy normal and they have no bar + you're decently spaced, you can decide not to cancel it. BUT if you are close you better cancel to this, EX Sway, or tag cancel if you're desperate to avoid a punish.

:joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: - Sway, Paul sways backwards and then does something based on the strength of the button pushed.
:punch-light: is a simple sway backwards and is strike invulnerable after a frame of startup. It is faster and moves farther than Paul's backdash and builds meter. Use it when you have the life lead and need to back off and build meter. Can be canceled from normals so it is a great move to use to bait out reversals in block strings.
:punch-medium: Paul sways back and then throws out an over head looking move(Not sure if it hits over head or not, not very useful). Not safe on block and no real practical use because the other sway versions are better at baiting an opponent.
:punch-hard: Paul does a punch follow up to sway, has great range and leads to a knockdown if it hits. Safe if spaced correctly, but completely unsafe if close to the opponent on block. Does not combo from anything.

Ex Sway - Great baiting tool that is completely safe on block. Has a huge whiff animation so use it sparingly. Leads to BIG DAMAGE if it hits. Does not combo from anything.

:joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: - Shredder, looks like Yun's up kicks. Only hits high and can be crouched. No invincibility frames at all and a terrible anti-air unless they are very far away from Paul and used very early. This is usually the move you tag cancel with.

EX Shredder - Has Invincibility frames so is finally okay as an anti-air, it's still pretty bad though. If you need to wake up with invincibility frame this will be your only option, but remember it whiffs on crouching characters and is highly punishable.
Last edited by TheTaiwanNinja on Tue May 22, 2012 11:55 pm, edited 24 times in total.
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Sat Mar 17, 2012 10:08 pm

Combos
No Meter
1.Standing :punch-light: , cr. :kick-medium: xx Phoenix Smasher - 186 Damage
2.Standing cl. :punch-medium: , cr. :punch-medium: //cr. :kick-medium: // cr. :punch-hard: xx Phoenix Smasher - 216/246 Damage
3.cr. :punch-medium: , cr. :punch-medium: xx Phoenix Smasher - 216 Damage
4. Standing :punch-light: , cr. :kick-medium: xx Mountain Raze, cr. :kick-medium: xx Phoenix Smasher - 276 Damage
5. Standing cl. :punch-medium: , cr. :punch-medium: //cr. :kick-medium: // cr. :punch-hard: xx Mountain Raze, cr. :kick-medium: xx Phoenix Smasher - 306/336 Damage

No Meter Corner
1.Standing :punch-light: //cl. :punch-medium: , cr. :punch-medium: //cr. :kick-medium: //cr. :punch-hard: xx Mountain Raze, cr. :punch-medium: , cr. :punch-medium: , cr. :punch-hard: xx Phoenix Smasher. - 333/363/393 Damage

1 Bar
1.Standing :punch-light: //cl. :punch-medium: , cr. :punch-medium: // :punch-hard: // :kick-medium: xx EX Phoenix Smasher, :joystick-right: :plus: :punch-medium: , Standing :punch-hard: xx Phoenix Smasher - 342/372/402 Damage
2. Magic Series xx EX Phoenix Smasher, :joystick-right: :plus: :punch-medium: , Standing :punch-hard: xx Phoenix Smasher - 335 Damage
3.EX Sway, Jump :punch-hard: , :joystick-right: :plus: :punch-medium: , Standing :punch-hard: xx Phoenix Smasher - 403 Damage

2 Bar
Use the No Meter Combos and instead of Phoenix Smasher, use Super
1. 354 Damage
2. 384 Damage/414 Damage
3. 384 Damage
4. 423 Damage
5. 453 Damage/483 Damage

Corner
1. 455/485/515Damage

3 Bar
Any of the No Meter combos canceled into Team Super
1. Around 433 Damage
2. Around 463/493 Damage
3. Around 463 Damage
4. Around 490 Damage
5. Around 520/550 Damage

Corner
For Corner, only use one cr. :punch-medium: after Mountain Raze for Best Damage.
1. 518/548/578
Any of the 1 Bar combos canceled into Super instead of Phoenix Smasher
1. 479/509/539 Damage
2. 457 Damage
3. 550 Damage


Tagging Out

Paul's only special that should be tagged off of for combos is his Shredder, the only problem with that is Shredder adds unneeded extra hits to damage scaling. Plus, Shredder isn't even a reliable wake up option so wake up tag cancels with Paul are not good at all. In other words, Paul should be the character that swaps in, but shouldn't be swapped out unless Paul is low, or can no longer get in.

Paul can tag off his Hammer of the Gods during combos to allow the incoming character to use the ground bounce. It works well with characters like Xiaoyu who can do her cr. :kick-hard: loop or Raven who can do his cr. :punch-hard: loop


Tagging In

For most characters that launch an opponent into the air during tags, Paul can simply Jump forward :punch-hard: , :joystick-right: :plus: :punch-medium: , Standing :punch-hard: xx Phoenix Smasher. For the Corner just do the same thing except with a Neutral Jump :punch-hard: .



Game Plan
Walk forward, play footsies, once you're in GO CRAZY. Most match ups are terrible for Paul, but once hes in that ass, hes balls deep.

Paul Option select to beat DPs/Rolls - After landing a Phoenix Smasher immediately input :kick-hard: Mountain Raze. During the Mountain Raze hold forward, and when Paul recovers from the special input half circle back :punch-light: . If the opponent wake up DPs, Paul will sway away from it making it so the opponent cannot tag cancel it. If the opponent rolls, Paul will immediately enter the air with a LP Mortar Punch that has to be blocked high, and leads to mix ups/frame traps if blocked correctly.
Last edited by TheTaiwanNinja on Wed May 16, 2012 4:59 pm, edited 25 times in total.
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Mon Mar 19, 2012 1:51 pm

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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby Dumpling » Sun Apr 08, 2012 8:54 pm

Yo Paul has some crazy tech against people on their wake up. If you space yourself just right, you'll be in perfect position for the cross-up/fake cross-up MK, and for :punch-light: Sway to catch their roll with a left-right mix up. If you sway right as they past you, it gets hard to tell which side you'll be due to you going backwards with them.
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby FatMus2 » Sun Apr 15, 2012 10:22 am

You might want to mention that Fierce Mortar Punch will actually cross up at the right distance (about 2 backdashes away from opponent). Very good for screwing with opponents on their wakeup with the right timing.
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Sun Apr 15, 2012 5:53 pm

EX MP HP Mortar Punch is more reliable for cross up since you can frame trap it off a cr. :kick-medium: . Plus unlike regular Mortar Punch you can combo after it.

Mortar Punch cross up is very risky since it can by neutral jumped off frame traps or during footsies, and rolled on wake up. EX is much faster allowing it to be less of a risk, plus it has the added ability for combos and making chains "safer".

I haven't looked at this guide for over a month so I'll probably get around to working on it more since I'll be getting less sleep from now on.
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby TheTaiwanNinja » Wed May 16, 2012 4:58 pm

Added Frame Data, Updated descriptions of normals and special moves, Added Damage in combos, etc...
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Re: Paul Phoenix - The Streetiest Fighter of Tekken

Postby vivadongodon » Sun May 20, 2012 11:12 am

Nice guide. I enjoy using Paul. Wouldn't dare to put him up front thought :shock:
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