Mega Knockdown/Shotokan Artist Paul: Difference between revisions

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Revision as of 08:18, 22 April 2023

MKD Paul Portrait.png
Shotokan Artist Paul
Playstyle: All-rounder, Zoning
HP: 1500

Introduction

Shotokan Artist Paul fulfills the traditional fighting game role of "shoto," controlling space with a projectile and an invincible anti-air dragon punch.

Gameplan

Paul is comfortable at just about any range. You can poke with fireballs and mid- to long-range or go for a predictive anti-air instead. Up close, a well timed Paulcano can give you the upper hand, but beware: it is an extremely unsafe move. If they bait your DPs too hard, just throw them.


"Why don't you step into the PAUL ZONE and say that to my face, tough guy?!"
Lore:Paul may not have been training as hard as the other competitors, but he has natural talent, a hot streak and a yellow belt in Shotokan karate. He may seem relaxed, but if you get in his way, be careful, or you may find yourself on the receiving end of one-way ticket... to the Paul Zone.

Pros and Cons

Strengths Weaknesses
  • Firepaul - A really strong poke/projectile that defines Paul. Does very high chip. Your entire gameplan is centered around this move.
  • Paulcano - Priveleged reversal option that'll blow right through most pressure.
  • Jack Of All Trades - Paul doesn't really have big weaknesses, he's just fine in most scenarios.
  • Comittal Defense - While Paulcano is a really strong defensive option, it's also very unsafe, and Paul lacks a 10f normal, so if Paul wants to defend he either has to use his 20f 4/6A, Neutral Throw, or Paulcano, the first having long startup, and the second and third being horrendously unsafe.

Normal Moves

A
[4A/6A]
MKD Universal A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100 10 1/1 All 10 Combo A 1 - -

Paul can only jab after walking, so this move is effectively 20f. A good option to start some pressure or make an aggressive approach.

Combo A 300 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean A hit.

{{MoveData |image=MKD_Universal_B.png|thumb |caption= |name=B |input=[4B/5B/6B] |data=

! Version

! height="25px" |Damage ! Startup ! Ground/Air Range ! Guard ! Block Advantage ! On Hit ! Push ! Chip Damage ! Attributes |- ! Normal | height="25px"| 100 | 20 | 2/2 | All | Unsafe (close) -> -20 (far) | Combo B | 100 | - | - |- | colspan="14" style="text-align: left; vertical-align:top;" |

B is a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2. Doing 4B on the opponent's wakeup is safe on block (although minus) and beats most wakeup options, like Paulcano, mash, throw, and jump, however, be aware of what it trades with and loses too.

|- ! Combo B | height="25px"| 200 | - | - | - | - | - | - | - | - |- | colspan="14" style="text-align: left; vertical-align:top;" |

Two-hit follow up combo. Automatically triggers on a clean B hit.

|-

|-


C
[4C/5C]
MKD Universal C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
200 30 2/0 Low Unsafe KD - - -

Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals.

j.A
[8A]
MKD Universal jA.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200 30 0/1 All - Combo A 1 - -

Dedicated air-to-air. Jump forward up to two spaces and punch a jumping opponent. Whiffs grounded opponents. More damage and easier to land than an air throw, but doesn't knock down.

Combo A 300 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean j.A hit.

j.B
[8B]
MKD Universal jB.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200 40 2/2 All 10 Combo B 1 - -

Reliable jump-in option. Jump forward up to two spaces and do a drop kick. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts.

Combo B 200 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean j.B hit.

j.C
[8C]
MKD Universal jC.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 300 50 2/0 All -10 KD, Side Switch (if close) - - -

Jump forward and do an inverted lariat that can KD on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C.

Universal Mechanics

Throw
[Any+T]
MKD Throw.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Throw (5T) 300 - 1/0 Unblockable - KD - - -

Stand still and throw. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.

Forward Throw (6T) 300 - 1/0 Unblockable - KD - - -

Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.

Back Throw (4T) 300 - 1/0 Unblockable - KD, Side Switch - - -

Stand still and throw an opponent behind you.' Opens up a blocking opponent, but loses to attacks. A risky way to switch sides.

Air Throw (8T) 400 - 0/1 - - KD 1 - -

Jump forward up to two spaces and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. Can KD jumping opponents

Block
[Any+BLK]
MKD Block.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Block (5BLK) - - - - - - - - -

Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.

Walk and Block (4BLK/6BLK) - - - - - - - - -

Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground or reposition yourself.

Backflip (8BLK) - - - - - - - - -

Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks.


Special Moves

Paulcano
[5A]
MKD Paul 5A.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 1 1/2 All Unsafe KD 1 100 Invulnerable

Invincible dragon punch. Useful as an anti-air, reversal or abare option. Can beat just about anything up close, but it's very unsafe: it can be punished not only on block, but also on whiff. Can be used as a pretty risky okizeme option that, while unsafe on block, beats most other wakeup options. 4B is usually better at this as it's safe on block, though Paulcano does knock down and doesn't give up space like 4B does. If the opponent is cornered in chip KO range and you're point blank, you can Paulcano for a guaranteed KO.

Firepaul
[6C]
MKD Paul 6C.png
Welcome to the Paul Zone
Welcome to the Paul Zone
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 40 9/0 All Unsafe (point blank) -> -10 (close) -> 10 (far) KD - 200 Projectile

Fireball. Can hit any square on the ground. Does a large amount of chip damage on block, knocks down on hit. Dominates the far range in most matchups. The opponent might be encouraged to jump over this, so you may want to mix in some anti-airs instead of throwing these too predictably. Fortunately Paulcano and your A and B normals can stop most jump approaches cold.

Colors

Greenscreen
P1 Abstract
P2 Abstract


General
FAQ
Controls
Mechanics
System
HUD
Game Modes
Characters
Paul
Billy
Lewis
Marv
Noel
Nick