Poke Theory
- Close in on opponents by utilizing Paul's crouch dash, and the extension. Good pokes off of the deep dive extension are DPD.4 and DPD.2,1 (or DPD.2,3)
- Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+1 to crush high and launch the opponent for big damage.
Combo Theory:
- Highest execution is to add as many QCF1s as possible into a combo for max wall travel and damage.
- Enders are FFF2 for damage in open ground and floor break, D4,2,1+2 for wall travel and wall breaks.
Whiff Punishes
i13 QCF2 - 45 DMG #wallbreak #heatEngager #unsafe #uhhhhaa
i14 FF2,1 - 34 DMG mid,mid #wallbreak #unsafe-12
i14 FF2:1 - 38 DMG mid,high #wallbreak #safeOB #OSU!
i15 QCB2 - 27 DMG #wallbreak #heatEngager #safeOB
i15 DF2 - 13 DMG - High Crush , #safeOB #launcher
i27 FF4 - 20 DMG - #launcher #safeOB
i28 BF1 > DB2 - 38 DMG #safeOB
Pokes
i14 DF1,b - 11 DMG - #PLUSOB #SWAY - Best way to pressure with sway
i15 3,2,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure
i15 QCB2 - 27 DMG - #safeOB #heatEngager - Natural follow-up for any of the sway pokes
i18 QCF 3 - 18 DMG - #chLauncher #unsafe
At wall:
i12 - FF1+2 - 38DMG Throw - Sets up Wall combo if Unbroken
i15 D4,2,1+2 - 38 DMG - #unsafe #launchPunishable #wallbreak - Demoman :)
i19 CH SS3 > D1+2 - 50 DMG - #unsafe #wallbreak
i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
Grabs
i11 - B 1+4 - 40 DMG - 1 break
i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
i12 FF1+2 - 38 DMG - #wallbreak - 1+2 break
i12 2+4 B hold - 40 DMG - 2 break
i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
in heat DF1+3 > QCF 2 - 43 DMG - #wallbreak #uhhhhaa
Takedown.2,d+1,1,1+2 -50 DMG - 1 break
Takedown.1+2,1+2 - 25 DMG - 1+2 break