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.
BT Tech Trap
- [86] H.qcf+2 WBl! > SSL~F > SSL > qcf+1 (x3) > SWA.1+2 T! > dash > UF
- [+99] ws1,2~b > SWA.1+2 > 3,2~b > SWA.1+2 T! > H.qcf+2~f > qcf+2
Forward jumping against a backturned opponent in Tornado state can force tech attempts to recover backturned.