Low risk at -2 and high reward with CH confirm into f+2 Heat Engager or d+1+2/b+1,2 knockdown. On block, best used in combination with sidestep to evade and launch mashing opponents. At +8 on hit, df+1~b can only be interrupted by parries or teleporting attacks, a second df+4 can only be interrupted by armor or teleporting attacks, and throw attempts can only be ducked or interrupted by a mashed Rage Art.
ws1,2~b
Delayable, sway cancelable mid-mid pressure tool. First hit tracks far to Paul's left side and combos into second hit on CH. The second hit, which should always be sway canceled, is +1 on block, +14g on hit, and CH leads to two confirmable Heat Engager options with SWA.2 or f+2. Great range when used as iWS from either crouch dash or DPD. Highly abusable attack and one of Paul's best all-purpose moves.
df+1~b, df+1,1, df+1,1,2
df+1 is a versatile plus on block mid when sway canceled, and can be used to frame trap with delayable df+1,1. Second hit on CH guarantees third hit into qcf+2 mini-combo. df+2, with obnoxious high evasion, pairs well with df+1~b on block as opponents will try to jab check the stance transition and can be launched for trying.
qcf+2 (Deathfist)
Huge, fast, damaging mid Heat Engager. Linear and vulnerable to sidestep. Forms the foundation of Paul's mid-low mix along with Demoman.
High and slow, but extremely advantageous on block and guarantees Deathfist mini-combo on hit.
f,F+2:1
Second hit can be ducked but requires awareness and fast reaction. At -4, mshing on block can generally be backdashed or sidestepped.
Low
Startup
Level
oB
oH
Damage
SS.3
i19
L
-12c
+4
17
d+4,2:1+2
i15,i21,i26~27
L,m,m
-31c
+14a FUFA
9,23,30
qcf+3
i18~19
L
-14c
+0
18
DPD.4
i17
L
-12c
0
18
b+4
i20~21
L
-12c
+4
14
SS.3
Low with huge reach. Only -12 on block. Guaranteed d+1+2 for 50 damage on CH. Ideal after df+1~b~u or ws1,2~b~u.
d+4,2:1+2 (Demoman)
Paul's most damaging unseeable low. Requires clean hit or CH for all three hits to connect, lacks any high crush and is extremely punishable on block. Best used sparingly, but always worth establishing as a threat. Most effective near wall, where it cannot be backdashed.
qcf+3
Go-to unseeable low outside Demoman's Clean Hit range. Crushes highs and leads to a Demoman mini-combo on most counterhits.
Safe, extremely high-evading mid. Close-range whiff punish. Can be combined with with df1~b, ws1,2~b and backdash to launch overextensions.
SWA.1+2
Best range among Paul's launchers. Has some high evasion on startup, but punishable at -14.
qcf+1
High and slow, but very safe at -4.
b+3
Faster than df+2 for clutch situations but has a high hitbox and limited range. Good for pressure. Tracks left.
f,F+4
Cartwheel launcher. Recovers in full crouch. Tons of active frames, but slow and linear, making it vulnerable to floats and sidesteps. Advantage on block ranges from -1 to +5 based on how late the attack connects.
All hopkicks crush lows but are unsafe on block. uf+3 and f,F+3 can be extended with 4 to frame trap and launch premature punish attempts. f,F+3,4 can be further extended into a high, mid or low followup with 4, f+4 or d+4.
Cancelable, but slow enough to be hopkicked on reaction. If not interrupted, both attacks recover in full crouch when canceled, giving Paul access to Ultimate Tackle (FC.1+2), mixup from FC.df+2 (an alternate input for f,F+2) and pressure from ws1,2~b.
Paul's standard max damage ender, made slightly more damaging (and more difficult) with 2 > wr2. Decent oki. Outside of combos it isn't as useful, but it is a safe mid and leads to minor followups on counter hit.
Wall Carry
Startup
Damage
d+4,2:1+2
i15
9,23,30
f,F+2:1
i15~17
14,24
ws3,2
i13~14
16,21
DPD.2,1
i14
10,30
f,F+3,4,4
i15~16
17,10,25
d+4,2:1+2
Optimal ender for damage and wall carry. Perfect input required to maximize both.
f,F+2:1
Useful for splatting at ranges where Demoman will not recover in time for a wall combo follow-up.
ws3,2
Useful for splatting at ranges where Demoman and f,F+2:1 will not recover in time for a wall combo follow-up.
DPD.2,1
High damage 2-hit carry string. Second hit uses Tornado, which can limit follow-up combo potential after a wall splat.
f,F+3,4,4
Paul's highest damage carry from ranges where Demoman is too far to wall splat.
Okizeme Enders
wr2 (Spike)
d+1 (Spike)
CS.1
CS.3+4
Pressure
df+4
Low risk at -2 and high reward with CH confirm into f+2 Heat Engager or d+1+2/b+1,2 knockdown. On block, best used in combination with sidestep to evade and launch mashing opponents. At +8 on hit, df+1~b can only be interrupted by parries or teleporting attacks, a second df+4 can only be interrupted by armor or teleporting attacks, and throw attempts can only be ducked or interrupted by a mashed Rage Art.
ws1,2~b
Delayable, sway cancelable mid-mid pressure tool. First hit tracks far to Paul's left side and combos into second hit on CH. The second hit, which should always be sway canceled, is +1 on block, +14g on hit, and CH leads to two confirmable Heat Engager options with SWA.2 or f+2. Great range when used as iWS from either crouch dash or DPD. Highly abusable attack and one of Paul's best all-purpose moves.
df+1~b, df+1,1, df+1,1,2
df+1 is a versatile plus on block mid when sway canceled, and can be used to frame trap with delayable df+1,1. Second hit on CH guarantees third hit into qcf+2 mini-combo. df+2, with obnoxious high evasion, pairs well with df+1~b on block as opponents will try to jab check the stance transition and can be launched for trying.
SS.3
Low with huge reach. Only -12 on block. Guaranteed d+1+2 for 50 damage on CH. Ideal after df+1~b~u or ws1,2~b~u.
f,F+2:1
Second hit can be ducked but requires awareness and fast reaction. At -4, mshing on block can generally be backdashed or sidestepped.
d+4,2:1+2 (Demoman)
Paul's most damaging unseeable low. Requires clean hit or CH for all three hits to connect, lacks any high crush and is extremely punishable on block. Best used sparingly, but always worth establishing as a threat. Most effective near wall, where it cannot be backdashed.
qcf+2 (Deathfist)
Huge, fast, damaging mid Heat Engager. Linear and vulnerable to sidestep. Forms the foundation of Paul's mid-low mix along with Demoman.
qcf+3
Go-to unseeable low outside Demoman's Clean Hit range. Crushes highs and leads to a Demoman mini-combo on most counterhits.
3,2~b
Big frame advantage on hit or block and CH launch potential make this an enticing move to use in neutral, but the second hit is easily ducked and launched on reaction, crippling its usefulness as a poke. Should not be used outside of combos unless the opponent is unaware of the punish opportunity or too slow to capitalize. Can be made slightly more difficult to whiff punish with a buffered sidestep cancel into block, but still not a good idea.
Plus Frames
SS.1
uf+2
f+1+2
df+1~b
SWA.4
Keepout
d+1
3
f+4
CS.3
SWA.2
SWA.4
Wall
ff+1+2
Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall.
df+1+3:qcf+2
Safer option for wall setups, but missing the perfect execution window can limit combo possibilities.
Stances
Crouch Dash/Cormorant Step
cd
qcf
CS.1
CS.2
CS.3
CS.3+4
ws1,2~b
Deep Dive
DPD
DPD.2
DPD.4
ws1,2~b
Paul can use this crouch dash extension to more safely sail underneath keepout highs and punish. DPD.4 is especially strong against highs, as unlike qcb+3 it does not lose high crush at any point.
DPD.2 is a strong, hit confirmable mid that is punishable at -10 on block but its two delayable followups can punish mash attempts.
iWS1,2 is, once again, an excellent option when used from Deep Dive.
Crouch Dash and Deep Dive can be chained together for a pseudo-wavedash with the input d,df,d,df,u. This is especially useful for chasing down techs after a knockdown.
Sway
d,db,b
df+1~b
ws1,2~b
3,2~b
SWA.1
SWA.2
SWA.3
SWA.4
SWA.1+2
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
DF1+3 > QCF 2 - #wallbreak #uhhhhaa
Takedown.2,d+1,1,1+2 -50 DMG - 1 break
Takedown.1+2 - 25 DMG - 1+2 break
Frame Traps
Setup moves
i12 DF1+3 (throw +9/ -2 ob)
i14 DF1,b (+3ob/+9oh)
i15 SWA4 (+1ob)
i20 f+1+2 (+3ob/+8oh, force crouch)
i20 SS1 (+8ob)
i22 UF2 (+5ob)
i29 f+1+2* (+5ob, force crouch)
Samples
Safe
i15 SWA4 (+1 ob) > 1,2 (-3 ob) - 18 DMG
i20 SS1 (+8 ob) > QCF 1(-4 ob, #launcher) -21 DMG
i22 UF2 (+5 ob) > B3 (-9 ob, #launcher) - 19 DMG
Unsafe
i15 SWA4 (+1 ob) >!i10 1,2,3(-25 ob) can be hit confirmed - 25 DMG