Mega Knockdown/Shotokan Artist Paul: Difference between revisions
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[[ | {| class="wikitable" style="float:right; max-width:300px; margin-left:20px;" | ||
|+[[image:Paul transparent BG.png|frameless|300px|right]] | |||
|- | |||
!colspan="2"|Shotokan Artist Paul | |||
|- | |||
|'''Playstyle''': | |||
|All-rounder, Zoning | |||
|- | |||
|'''HP''': | |||
|14 | |||
|- | |||
|} | |||
{{2 Column Flex|flex1=10|flex2=90|minwidth1=175px | |||
|content1= | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
|content2= | |||
==Introduction== | ==Introduction== | ||
'''Shotokan Artist Paul''' fulfills the traditional fighting game role of "shoto," controlling space with a projectile and an invincible anti-air dragon punch. | '''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. | |||
! | |||
| | {{Bio-MKD | ||
| | |quote = 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. | |||
}} | |||
==Pros and Cons== | |||
{{ProConTable | |||
|pros= | |||
*Firepaul is a strong zoning tool that can rack up chip. | *Firepaul is a strong zoning tool that can rack up chip. | ||
*Paulcano is a strong reversal/abare option. | *Paulcano is a strong reversal/abare option. | ||
*Balanced kit with few downsides. | *Balanced kit with few downsides. | ||
| | |cons= | ||
*Paulcano is extremely unsafe. | *Paulcano is extremely unsafe. | ||
*Fastest normal attack is 20f. | *Fastest normal attack is 20f. | ||
*Firepaul is somewhat slow. | *Firepaul is somewhat slow. | ||
}} | |||
}} | |||
==Normal Moves== | ==Normal Moves== | ||
{{MoveData | {{MoveData | ||
|image=MKD_Universal_A.png|thumb | |||
|caption= | |caption= | ||
|name=A | |name='''<big>A</big>''' | ||
|input=[4A/6A] | |||
|data= | |data= | ||
{{AttackData-MKD | {{AttackData-MKD | ||
|version=Normal | |||
|damage=1 | |damage=1 | ||
|startup=10 | |||
|range=1/1 | |||
|guard=All | |guard=All | ||
| | |blockadv='''<span style="color:green">10</span>''' | ||
|onhit=Combo A | |onhit=Combo A | ||
|push=1 | |push=1 | ||
|chip= | |chip= | ||
|description=Paul can only jab after walking, so this move is effectively 20f. | |description=Paul can only jab after walking, so this move is effectively 20f. A good option to start some pressure or make an aggressive approach. | ||
}} | |||
{{AttackData-MKD | |||
|version=Combo A | |||
|header=no | |||
|startup= | |||
|damage=3 | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push=1 | |||
|chip= | |||
|description=Three-hit follow up combo. Knocks down jumping opponents. Automatically triggers on a clean A hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Universal_B.png|thumb | |||
|caption= | |||
|name='''<big>B</big>''' | |||
|input=[4B/5B/6B] | |||
|data= | |||
{{AttackData-MKD | |||
|version=Normal | |||
|damage=1 | |||
|startup=20 | |||
|range=2/2 | |||
|guard=All | |||
|blockadv=<span style="color:red">'''Unsafe'''</span> (close) '''->''' <span style="color:orange">'''-20'''</span> (far) | |||
|onhit=Combo B | |||
|push=1 | |||
|chip= | |||
|description=B is a powerful space control options that both control the ground and give a knockdown on anti-air. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2. | |||
}} | |||
{{AttackData-MKD | |||
|version=Combo B | |||
|header=no | |||
|damage=2 | |||
|startup= | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push= | |||
|chip= | |||
|description=Two-hit follow up combo. Knocks down jumping opponents. Automatically triggers on a clean B hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Universal_C.png|thumb|thumb | |||
|caption= | |||
|name='''<big>C</big>''' | |||
|input=[4C/5C] | |||
|data= | |||
{{AttackData-MKD | |||
|damage=2 | |||
|startup=30 | |||
|range=2/0 | |||
|guard=Low | |||
|blockadv=<span style="color:red">'''Unsafe'''</span> | |||
|onhit=KD | |||
|push= | |||
|chip= | |||
|description=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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Universal_jA.png|thumb | |||
|caption= | |||
|name='''<big>j.A</big>''' | |||
|input=[8A] | |||
|data= | |||
{{AttackData-MKD | |||
|version=Normal | |||
|damage=2 | |||
|startup=30 | |||
|range=0/1 | |||
|guard=All | |||
|blockadv= | |||
|onhit=Combo A | |||
|push=1 | |||
|chip= | |||
|description=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. | |||
}} | |||
{{AttackData-MKD | |||
|version=Combo A | |||
|header=no | |||
|startup= | |||
|damage=3 | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push=1 | |||
|chip= | |||
|description=Three-hit follow up combo. Automatically triggers on a clean j.A hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Universal_jB.png|thumb | |||
|caption= | |||
|name='''<big>j.B</big>''' | |||
|input=[8B] | |||
|data= | |||
{{AttackData-MKD | |||
|version=Normal | |||
|damage=2 | |||
|startup=40 | |||
|range=2/2 | |||
|guard=All | |||
|blockadv='''<span style="color:green">10</span>''' | |||
|onhit=Combo B | |||
|push=1 | |||
|chip= | |||
|description=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. | |||
}} | |||
{{AttackData-MKD | |||
|version=Combo B | |||
|header=no | |||
|startup= | |||
|damage=2 | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push= | |||
|chip= | |||
|description=Two-hit follow up combo. Automatically triggers on a clean j.B hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Universal_jC.png|thumb | |||
|caption= | |||
|name='''<big>j.C</big>''' | |||
|input=[8C] | |||
|data= | |||
{{AttackData-MKD | |||
|version=Normal | |||
|damage=3 | |||
|startup=50 | |||
|range=2/0 | |||
|guard=All | |||
|blockadv=<span style="color:blue">'''-10'''</span> | |||
|onhit=KD, Side Switch (if close) | |||
|push= | |||
|chip= | |||
|description=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== | |||
{{MoveData | |||
|image=MKD_Throw.png|thumb | |||
|caption= | |||
|name='''<big>Throw</big>''' | |||
|input=[Any+T] | |||
|data= | |||
{{AttackData-MKD | |||
|version=Neutral Throw (5T) | |||
|damage=3 | |||
|startup= | |||
|range=1/0 | |||
|guard='''<span style="color:purple">Unblockable</span>''' | |||
|blockadv= | |||
|onhit=KD | |||
|push=0 | |||
|chip= | |||
|description=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. | |||
|attributes= | |||
}} | |||
{{AttackData-MKD | |||
|version=Forward Throw (6T) | |||
|header=no | |||
|damage=3 | |||
|startup= | |||
|range=1/0 | |||
|guard='''<span style="color:purple">Unblockable</span>''' | |||
|blockadv= | |||
|onhit=KD | |||
|push=0 | |||
|chip= | |||
|description=Step forward and throw. Opens up a blocking opponent, but '''loses to attacks.''' Use this if you're confident they will block. | |||
|attributes= | |||
}} | |||
{{AttackData-MKD | |||
|version=Back Throw (4T) | |||
|header=no | |||
|damage=3 | |||
|startup= | |||
|range=1/0 | |||
|guard='''<span style="color:purple">Unblockable</span>''' | |||
|blockadv= | |||
|onhit=KD, Side Switch | |||
|push=0 | |||
|chip= | |||
|description=Stand still and throw an opponent ''behind you.''' Opens up a blocking opponent, but '''loses to attacks.''' A risky way to switch sides. | |||
|attributes= | |||
}} | |||
{{AttackData-MKD | |||
|version=Air Throw (8T) | |||
|header=no | |||
|damage=4 | |||
|startup= | |||
|range=0/1 | |||
|guard= | |||
|blockadv= | |||
|onhit=KD | |||
|push=1 | |||
|chip= | |||
|description=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 a jumping opponents | |||
|attributes= | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Block.png|thumb | |||
|caption= | |||
|name='''<big>Block</big>''' | |||
|input=[Any+BLK] | |||
|data= | |||
{{AttackData-MKD | |||
|version=Neutral Block (5BLK) | |||
|damage= | |||
|startup= | |||
|range= | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push= | |||
|chip= | |||
|description=Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws. | |||
|attributes= | |||
}} | |||
{{AttackData-MKD | |||
|version=Walk and Block (4BLK/6BLK) | |||
|header=no | |||
|damage= | |||
|startup= | |||
|range= | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push= | |||
|chip= | |||
|description=Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground or reposition yourself. | |||
|attributes= | |||
}} | |||
{{AttackData-MKD | |||
|version=Backflip (8BLK) | |||
|header=no | |||
|damage= | |||
|startup= | |||
|range= | |||
|guard= | |||
|blockadv= | |||
|onhit= | |||
|push= | |||
|chip= | |||
|description=Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks. If your Vine is ready, it can trigger off of this, so you can try to snipe the opponent while retreating. | |||
|attributes= | |||
}} | |||
}} | |||
==Special Moves== | |||
{{MoveData | |||
|image=MKD_Paul_5A.png|thumb | |||
|caption= | |||
|name ='''<big>Paulcano</big>''' | |||
|input =[5A] | |||
|data= | |||
{{AttackData-MKD | |||
|damage= | |||
|startup= | |||
|range= | |||
|guard=All | |||
|blockadv=<span style="color:red">'''Unsafe'''</span> | |||
|onhit=KD | |||
|push=1 | |||
|attributes=Invulnerable | |||
|chip=1 | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MKD_Paul_6C.png|thumb | |||
|caption= | |||
|name ='''<big>Firepaul</big>''' | |||
|input =[6C] | |||
|data= | |||
{{AttackData-MKD | |||
|version= | |||
|damage= | |||
|startup=- | |||
|guard= | |||
|blockadv=- | |||
|onhit=- | |||
|push=- | |||
|attributes= | |||
|chip=- | |||
|description | |||
}} | }} | ||
}} | }} | ||
==Colors== | ==Colors== | ||
Greenscreen | {{ColorGallery | imagewidths=220 |imageheights=220 | colors= | ||
P1 Abstract | {{ColorGallery/Color |text=Greenscreen | filename=MKD_Paul_Idle.png }} | ||
P2 Abstract | {{ColorGallery/Color|2|filename=MKD_Paul_Abstract1.png|text=P1 Abstract}} | ||
{{ColorGallery/Color|3|filename=MKD_Paul_Abstract2.png|text=P2 Abstract}} | |||
}} | |||
{{Navbox-MKD}} | {{Navbox-MKD}} |
Revision as of 19:52, 23 February 2022
Shotokan Artist Paul | |
---|---|
Playstyle: | All-rounder, Zoning |
HP: | 14 |
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. |
Pros and Cons
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
A
[4A/6A] |
---|
B
[4B/5B/6B] |
---|
C
[4C/5C] |
---|
j.A
[8A] |
---|
j.B
[8B] |
---|
j.C
[8C] |
---|
Universal Mechanics
Throw
[Any+T] |
---|
Block
[Any+BLK] |
---|
Special Moves
Paulcano
[5A] |
---|
Firepaul
[6C] |
---|
Colors