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.
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
Whiff punishers | |||||
Move | Speed | Range | Damage | Risk | Hitbox |
---|---|---|---|---|---|
CS.2 | i13~14 | 2.8 | 45 | -17 | Mid |
f,F+2,1 | i15~17 | 3.03 | 34 | -12 | Mid |
f,F+2:1 | i15~17 | 3.03 | 38 | -4 | Mid |
SWA.2 | i15 | 2.75 | 27 | -9 | Mid |
df+2 | i15~16 | 1.97 | 13 (69) | -8 | Mid |
f,F+4 | i27~34 | 4.18 | 20 (72) | +2 | Mid |
b,n,f+1 | i28~31 | 22 (59)[1] | -6 | High |
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
Frame Traps
Setup moves:
i12 DF1+3 (throw +9/ -2 ob)
i12 DF1,b (+3ob/+9oh)
i15 SWA4 (+1ob)
i22 UF2 (+5ob)
i20 SS1 (+8ob)
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
i20 SS1 (+8 ob) > QCB1+2(-14 ob, #launcher)
- â qcf+1 minicombo follow up