GiantDojoALPHAv0.01
Paul

Paul

Paul - damage/reads. Tools include i12 launcher.

damagereads

Key Moves

df+2

i15 mid launcher. -8 on block, launches on hit.

d+1+2

i12 mid launcher. -18 on block, +24d (+16) on CH.

b+1+2

i24 high launcher. -9 on block, launches on hit.

b+1+3_2+4

parry. +1d FUFA on hit.

f+1+2

i20 mid. +3c on block, +8c on hit.

b+4

i20 low. -12c on block, +4 on hit.

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

  1. Whiff-punish with df+2 (i15 launcher).
  2. On block, recheck pressure with f+1+2 (+3 on block).
  3. Mix in b+4 low 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: ws2 ducks 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.