Overview
Paul is classified as damage, reads. Their toolkit includes homing options, wall-finish tools. Their fastest standing launcher comes out in 12 frames.
Strengths
- Fast i12 standing launcher for whiff punishment
- Multiple plus-on-block mids for safe pressure
- Strong wall-carry and wall-finish tools
Weaknesses
- No CH-launch low - lows are for chip and frames only
- No power crush listed in the data
Game Plan
- Whiff-punish with
df+2(i15 launcher). - On block, recheck pressure with
f+1+2(+3 on block). - Mix in
b+4low to keep them honest.
Defense
- Parry:
b+1+3_2+4(Attack Reversal) catches a high or mid attack and turns the round around. - Panic launcher:
uf+4(low crush, launches on hit) hops over jabs and lows when you read a string. - While-standing punisher:
ws2ducks highs and punishes from crouch. - Heat burst (
2+3) is +1 on block and resets pressure if you have heat available.
Punish guide
How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.
- Block low and wait. Paul’s safe lows give frames but no launch; their real threat is the mid/low mix.
- Step their linear strings - many extension routes are step-killable.
- The Frame Data tab in Punish mode highlights moves you can launch-punish on block.