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'''1+2 (hold 16-34f) > f~u~b (release 1+2)''' | '''1+2 (hold 16-34f) > f~u~b (release 1+2)''' | ||
Useful for baiting big keepout attacks or locking down defensive players | Useful for baiting big keepout attacks or locking down defensive players. | ||
Can be used throughout a set to condition opponents. If they begin to challenge the 1+2 cancel, release a level 2 charge for 42 CH damage (48 with Heat) and huge knockback, or cancel into SWA with b to evade and punish their attack. | |||
1+2 charge cannot be canceled before frame 16 or after frame 35, so use with caution. | |||
== Pauldash == | == Pauldash == | ||
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'''d,df~d,df~u > repeat''' | '''d,df~d,df~u > repeat''' | ||
Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash. Good for oki (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against some keepout buttons). Be aware of Deep Dive's [[Paul_strategy#Deep_Dive_Startup_Delay/Input_Lockout|delay and input lockout]], which imposes a 10f constraint between Pauldash loops and can cause | Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash. | ||
Good for oki (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against some keepout buttons). | |||
Be aware of Deep Dive's [[Paul_strategy#Deep_Dive_Startup_Delay/Input_Lockout|startup delay and input lockout]], which imposes a 10f constraint between Pauldash loops and can cause unintentional jump inputs if crouch cancels are executed too quickly. |
Revision as of 10:09, 14 May 2024
Paul |
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1+2 Charge Cancel
1+2 (hold 16-34f) > f~u~b (release 1+2)
Useful for baiting big keepout attacks or locking down defensive players.
Can be used throughout a set to condition opponents. If they begin to challenge the 1+2 cancel, release a level 2 charge for 42 CH damage (48 with Heat) and huge knockback, or cancel into SWA with b to evade and punish their attack.
1+2 charge cannot be canceled before frame 16 or after frame 35, so use with caution.
Pauldash
d,df~d,df~u > repeat
Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash.
Good for oki (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against some keepout buttons).
Be aware of Deep Dive's startup delay and input lockout, which imposes a 10f constraint between Pauldash loops and can cause unintentional jump inputs if crouch cancels are executed too quickly.