paul

paul

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m12i16+1+2c
Heat Burst
* Consumes Heat
* Cancel move with b,b
Power crush 8~
H.1+2m30i28-13+20d (+10)
Balcony Break
* Consumes Heat
H.1+2*m35i55+0+20d (+10)
Balcony Break
* Consumes Heat
* Chip damage
* Transition to Cormorant Step with f
* Transition to Sway with b
H.2+3L,m,t9,16,15i18,21-12+60a, +3a
Heat Smash
Balcony Break
*Transition to throw on 1st hit only
R.df+1+2m,t55i20-150d
* Rage Art
* Erases opponent's recoverable health on hit
* Damage increases with lower health
1h5i10+1+8
1,2h,h5,12i10-3+8
* Jail from 1st attack
1,4h,L5,8i23-11c+1c
* CH from 1st attack
2h10i100+6
2,3h,h10,21i22-9+22d (+13)+51a
Balcony Break
* CH from 1st attack
2,d+3h,L10,11i22-12c-1c
* CH from 1st attack
3m14i15~16-7+4
3,2m,h14,17i23-3+7+50a
* Combo from 1st attack
* Transition to +4 + 14 Sway with b
* Move can be delayed
4h17i12-7+7+32d
* Balcony Break (CH only)
1+2m30i28-13+20d (+10)
Balcony Break
* Consumes Heat
1+2*m35i550+20d (+10)
Balcony Break
* Consumes Heat
* Chip damage
* Transition to Cormorant Step with f
* Transition to Sway with b
1+2**m!40i71+20d (+10)
Balcony Break
* Consumes Heat
* Transition to Cormorant Step with f
* Transition to Sway with b
f+2h40i14-5+6
* Heat Engager
* Transition to throw on hit
f+3h11i16~17-9+2
Homing
f+3,1h,m11,21i17-10+12d (+3)
Balcony Break
Homing
* Combo from 1st attack
f+4m21i22-8+17
Heat Engager
Homing
f+1+2M22i20~21+3c+8c+20d
* Balcony Break (CH only)
f+1+4m25i21~23-14+41d (-17)
* Balcony Break
df+1m11i14-2+4
* Transition to +3 +4 Sway with b
df+1,1m,h11,9i20~21-5+5
* Combo from 1st attack
* Move can be delayed
df+1,1,2m,h,m11,9,22i22~23-9+32d (+24)
* Balcony Break
* Combo from 2nd CH
df+2m13i15~16-8+33a (+23)
df+3m14i16-9+2
df+3,4m,m14,17i21~22-10+6
* Combo from 1st attack
* Move can be delayed
df+4m17i17~18-2+8+14
* Knee
d+1M16i14~15-9+2+3c
* Spike
* Enter crouch with D
d+1,2M,m16,26i29-17+20d (+10)
* Balcony Break
* Combo from 1st CH
* Consumes Heat
d+1,2*M,m16,26,39i43+9+20d (+10)
* Balcony Break
* Chip damage
* Consumes Heat
d+1,4M,L16,15i19-31c-17+14a
* Combo from 1st CH
* Move can be delayed
d+1,4,2M,L,m16,15,21i21-14+3d (-6)
Balcony Break
Elbow
d+4L8i1531c-17+14a
* Has a clean hit effect
d+4,2L,m8,23i21-18-9
* Combo from 1st CH
* Has a clean hit effect
d+4,2,1+2L,m,m8,23,13i26~27-17+3 (-6)
* Balcony Break
* Combo from 1st CH
* Combo from Clean Hit
* Higher damage with perfect frame input (38 > 40)
d+1+2m30i12~13-16+16d (+11)
Balcony Break
db+1special L5i10-5+6
db+2M21i19~20-11+14d (-3)+28a (+18)
Tornado
Balcony Break
db+3L12i15 (15-17)-18-4
db+4L6i12-15-4
db+1+2M21i20~21-14+30d (+22)
* Absorb an attack to power up and deal more chip damage
Power crush
b+1h12i12~13-9+2
b+1,2h,M12,21i20~21-14+16d (-1)
* Tornado
* Balcony Break
* Combo from 1st attack
b+2m22i18-5c+4c
b+2,1m,m22,22i36-120c+48a
* Combo from 1st CH
b+2,1*m,m,m22,22,35i60~61+8+20d
* Balcony Break
* Chip damage
* Consumes Heat
b+3h16i14~15-6+31a (+25)
b+4L14i20~21-12c+4+17g
b+1+2h28i24-6+21d (+16)
* Balcony Break
* Absorb an attack to power up and deal more damage on block
Power crush
ub+2m22i18-7+14d
* Balcony Break
uf+2h22i22~23+5+17
* Heat Engager
* Balcony Break
* Alternate input u+2
uf+3m15i15~16-16+59a (+49)
* Alternate input u+3 and/or ub+3
uf+3,4m,m15,10i13~14-13+32a (+22)
* Combo from 1st attack
* Alternate input u+3,4 and/or ub+3,4
uf+4m13i15~17-13+33a (+23)
* Alternate input ub+4 and/or u+4
1+2+3+4
b,n,f+1h22i28~31-6+34d (+25)
* Balcony Break
* Often written b,f+1
b1+3/2+425+1d
* Timed with opponent attack
Parry state
f,F+2m14i15~17-17-7
* Elbow
f,F+2,1m,m14,20i26-12+14d
* Balcony Break
* Combo from 1st attack
* Alternate input FC.df+2,1
* Cancel with B
f,F+2,2m,L14,21i36~38-19c+27a
* Alternate input FC.df+2,2
* Cancel to -18 FC with B
f,F+2:1m,h14,24,i15-4+37d (+11)
* Balcony Break
* Chip damage
* Combo from 1st hit
* Alternate input FC.df+2:1
f,F+3m17i15~16-17+24a (+14)
f,F+3,4m,m17,10i13~14-16+27a (+20)
* Combo from 1st hit
f,F+3,4,4m,m,h17,10,25i23~25-5+62a (+42)
* Balcony Break
f,F+3,4,d+4m,m,L17,10,15i27~28-17c-6
f,F+3,4,f+4m,m,m17,10,18i27~29-14+12d (+3)
* Balcony Break
f,F+4m20i27~34-1~+5+18a
qcb
qcf (d,df,f)
* D,df to enter crouching state
uf,n,4m20i23~25-13+32a(+22)
f,f,F+2m,t21,34i18~19-10+0d
* Spike
* Transition to throw on front hit only
* Alternate input wr2
ws1m16i15~16-10-7
ws1,2m,m16,17i20-11+2
* Hold b to transition to Sway (+1/+14g/+15)
* Combo from 1st CH
* Move can be delayed
ws2m20i15~16-14+27a (+17)
ws3M16i13~14-8+3
ws3,2M,h16,21i21~22-9+17d (+8)+46a
* Balcony Break
* Combo from 1st
* Move can be delayed
ws4m18i11 (11~12)-6+5
SS.1h21i20+8+35d (+27)
* Balcony Break
* Chip damage
SS.3L17i19-12c+4+12
FC.D
FC.D,U+4m40i13~18-49d-9d (-24)
* Deals recoverable damage to self
CD.df
1-10f startup delay/input lockout immediately after use - see [[https://wavu.wiki/t/Paul_strategy#Deep_Dive_Startup_Delay/CC_Lockout| Deep Dive Startup Delay]]
CS.1h21i16~17-4+33a (+26)
* Chip damage
CS.2m45i13~14-17+17
* Heat Engager
* Balcony Break
* Has a clean hit effect
* Power up while Heat is active
CS.3L18i18~19-14c+0+20a
* Has a clean hit effect
* Power up while Heat is active
CS.1+2L20i32~33-12c+71a (+55)
* Cancel to FC with B
CS.3+4m22i19~20-9+35d (+27)+74a (+58)
* Tornado
* Balcony Break
DPD.2m17i15-10+6
Tornado
Elbow
DPD.2,1m,h17,18i18~19-5 (+7 at wall)+21d (-5)
* Tornado
* Balcony Break
* Combo from 1st attack
* Move can be delayed
DPD.2,3m,m1722i25~26-13c+10d+46a
* Tornado
* Balcony Break
* Combo from 1st attack
* Move can be delayed
DPD.4L12i17-12c0
DPD.3+4m32i18~23-49d-9d (-24)
* Deals recoverable damage to self
OTG.d+2L16i18-1d (-9)
SWA.1M24i21~220c+21d+53a
* Chip damage
SWA.2m27i15-9+17
* Heat Engager
* Has a clean hit effect
SWA.3L14i18~19-21c-10g+21a
SWA.3,2L,m14,20i27~28-10+6
* Combo from 1st CH
SWA.3,2,1L,m,h14,20,25i18~19-5+21(-5)
* Tornado
* Combo from 1st CH
* Wall Stagger on Block
SWA.3,2,3L,m,m14,2022i25~26-13c+10g+46a
* Spike
* Combo from 1st CH
SWA.4h20i15~16+1+23d (+14)+59a
* Homing
* Chip damage on block
SWA.1+2m22i16~17-14+37a (+27)
* Tornado
1+3t35i12~14+1d
* Throw break 1 or 2
2+4t35i12~14+1d
* Throw break 1 or 2
2+4,bt40i12~14+0d
* Throw break 2
Back Throw.1+3t50i12~14-14d
* Throw cannot be broken
Back Throw.2+4t50i12~14+1d
* Spike
* Throw cannot be broken
FC.1+2t0i26+3d
* Throw break 1+2
* Transition to Takedown on hit
Left Throwt45i12~14+1d
* Throw break 1
Right Throwt40i12~14-2d
* Throw break 2
Takedown.2,1,2,1t30i26+0d
* Throw break 1 or 2
* Alternate input 1,2,1,2
Takedown.2,d+1,1,1+2t50i26+0d
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
Takedown.1+2,1+2t25i26+1d
* Throw break 1+2
b+1+4t40i11+6d
* Throw break 1
df+1+3t22i12~13+9
* Throw break 1
df+1+3:qcf+2t,m22,20i13~14+16d (-20)
* Balcony Break
* Throw break 1
* bluespark with frame perfect input, or in heat (+6 dmg)
* partially uses remaining Heat
ff+1+2t38i12+20d
* Balcony Break
* Throw break 1+2
uf+1+2t40i12+0d
* Throw break 1+2
* Spike