GiantDojoALPHAv0.01
Paul

Paul

Paul - damage/reads. Tools include i12 launcher.

damagereads
12 / 12 combos

Combos

Starter

Most Important

  • df+24df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • b+33df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • CH dthendbthenbthen4qcf+1df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • uf+3then4df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • LOW PARRYqcf+1df+4d+4,2:1+2

More Combos

  • fthenf+4ws+3df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • (fthenf+2)then23df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • dthendfthenfthen14df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • dthendbthenbthen1+2qcf+1df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
  • dthendfthenfthen1+2qcf+1df+4d+4,2:1+2
  • CH (df+3)then4(dash) qcb+3,2,1 T!(df+3+4) DPD df+1qcf+2
  • heat on uf+2~Fqcf+1df+43,2df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2

Key Moves

  • 1Quick jab to check situation and start your offense.
  • df+1 and ws+1then2Both these mid pokes can shift to backsway by holding back. Mix your options to make it hard for the opponent to predict your next move. An empty backsway can be used to evade certain retaliations.
  • DPD df+4 and dthendfthenfthen3Low moves with a lot of range. Good for approaching and to mix the opponent.
  • df+2Safe mid launcher that can be used as a whiff punisher or as a button to keep opponents from approaching.
  • f+1+2A slow mid attack that can be used for pressure. It can shift to deep dive b y holding df
  • dthendbthenbthen4Homing high that is also useful as a keep out move. It launches on counterhit and has more range than df+2.
  • db+2Useful button to hit opponents off the ground.
  • fthenf+2 seriesAn approach attack with many different follow-ups and cancels. During Heat state, it gains a very safe-to-use extension i n f,f+2,1+2

Heat Engagers

  • dthendfthenfthen2Deadly mid heat engager for whiff punishment. During Heat state, this move gets enhanced and becomes safer to use. Up close, mix it wit h d+4,2:1 +2 Heat Dash can be used to turn it into a full launcher.
  • f+2Very fast high heat engager. Can be used in punish situation s _and to fish for a heat activation.
  • f+4Safe mid homing heat engager. Has the benefit of possibl y _jumping over incoming low attacks.
  • uf+2High jumping attack, useful to approach enemies with.
  • dthendbthenbthen2Safe mid heat engager out of backsway

Command Grabs

  • 2+4thenb2 escape
  • df+1+3thendthendfthenfthen21 escape
  • b+1+41 escape
  • uf+1+21+2 escape
  • fthenf+1+21+2 escape
  • FC 1+21+2 escape

Block Punishers

StartupStandingCrouching
102then3 1then2FC 1
11WSthen4
12b+1then2
13f+2 (heat)WSthen3then2
14b+3
15df+2 uf+3then4WSthen2 uf+3then4
16f+3then1 (range)

Suggested Whiff Punishers

  • b+1then2
  • df+2
  • dthendfthenfthen2

Guaranteed Follow-ups

  • CH dthendfthenfthen3 (clean)d+4then2:1+2
  • dthendbthenbthen1db+2
  • CH (b+2)then1 NEWdb+2
  • CH FC df+4db+2
  • CH 4(dash) db+2
  • CH fthenfthenf+2-
  • db+1+2dthendfthenfthen2
  • dthendfthenfthen3+4-
  • (df+1then1)then2-
  • sidestep 1-
  • CH f+1+2-
  • CH df+4d+1+2 ― f+2 (heat)
  • CH d+1+2d+1+2
  • CH f+1+2thendfDPD df+3+4 ― DPD df+4
  • CH (ws+1)then2thenbbacksway 4 ― backsway 2 (heat)

Defensive Options

  • b+1+3 (or b+2+4)Reversal
  • b+1+2Power crush
  • db+1+2Power crush

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3dthendfthenfthen2
  • Kazuya db+1,2f+3then1 ― dthendfthenfthen2
  • Ling RDS f+3+4,3+4uf+3then4
  • Ling AOP 3+4WSthen4 float
  • evade Leo's b+1,4...
  • Paul's Deathfistf+3then1 ― dthendfthenfthen2
  • Demoman (3rd hit)df+4 ― dthendfthenfthen2 (hard)
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2...
  • Kuma's f,f+2...
  • Heihachi's f,f+2f+3then1
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4...

Notes

  • Phoenix Smasher moves are enhanced Hold moves such as d+1then2 and b+2then1 gain guard break properties Gains access to fthenf+2then1+2 heat extension
  • 1 ⏵ qcf+2