Mega Knockdown/Shotokan Artist Paul: Difference between revisions
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=100 | ||
|startup=10 | |startup=10 | ||
|range=1/1 | |range=1/1 | ||
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|header=no | |header=no | ||
|startup= | |startup= | ||
|damage= | |damage=300 | ||
|guard= | |guard= | ||
|blockadv= | |blockadv= | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=100 | ||
|startup=20 | |startup=20 | ||
|range=2/2 | |range=2/2 | ||
Line 87: | Line 87: | ||
|blockadv=<span style="color:red">'''Unsafe'''</span> (close) '''->''' <span style="color:orange">'''-20'''</span> (far) | |blockadv=<span style="color:red">'''Unsafe'''</span> (close) '''->''' <span style="color:orange">'''-20'''</span> (far) | ||
|onhit=Combo B | |onhit=Combo B | ||
|push= | |push=100 | ||
|chip= | |chip= | ||
|description=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. | |description=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. | ||
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|version=Combo B | |version=Combo B | ||
|header=no | |header=no | ||
|damage= | |damage=200 | ||
|startup= | |startup= | ||
|guard= | |guard= | ||
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|data= | |data= | ||
{{AttackData-MKD | {{AttackData-MKD | ||
|damage= | |damage=200 | ||
|startup=30 | |startup=30 | ||
|range=2/0 | |range=2/0 | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=200 | ||
|startup=30 | |startup=30 | ||
|range=0/1 | |range=0/1 | ||
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|header=no | |header=no | ||
|startup= | |startup= | ||
|damage= | |damage=300 | ||
|guard= | |guard= | ||
|blockadv= | |blockadv= | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=200 | ||
|startup=40 | |startup=40 | ||
|range=2/2 | |range=2/2 | ||
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|header=no | |header=no | ||
|startup= | |startup= | ||
|damage= | |damage=200 | ||
|guard= | |guard= | ||
|blockadv= | |blockadv= | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=300 | ||
|startup=50 | |startup=50 | ||
|range=2/0 | |range=2/0 | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Neutral Throw (5T) | |version=Neutral Throw (5T) | ||
|damage= | |damage=300 | ||
|startup= | |startup= | ||
|range=1/0 | |range=1/0 | ||
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|version=Forward Throw (6T) | |version=Forward Throw (6T) | ||
|header=no | |header=no | ||
|damage= | |damage=300 | ||
|startup= | |startup= | ||
|range=1/0 | |range=1/0 | ||
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|version=Back Throw (4T) | |version=Back Throw (4T) | ||
|header=no | |header=no | ||
|damage= | |damage=300 | ||
|startup= | |startup= | ||
|range=1/0 | |range=1/0 | ||
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|version=Air Throw (8T) | |version=Air Throw (8T) | ||
|header=no | |header=no | ||
|damage= | |damage=400 | ||
|startup= | |startup= | ||
|range=0/1 | |range=0/1 | ||
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|data= | |data= | ||
{{AttackData-MKD | {{AttackData-MKD | ||
|damage= | |damage=300 | ||
|startup=1 | |startup=1 | ||
|range=1/2 | |range=1/2 | ||
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|push=1 | |push=1 | ||
|attributes=Invulnerable | |attributes=Invulnerable | ||
|chip= | |chip=100 | ||
|description=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. | |description=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. | ||
}} | }} | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version= | |version= | ||
|damage= | |damage=300 | ||
|startup=40 | |startup=40 | ||
|range=9/0 | |range=9/0 | ||
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|push= | |push= | ||
|attributes=Projectile | |attributes=Projectile | ||
|chip= | |chip=200 | ||
|description=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. | |description=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. | ||
}} | }} |
Revision as of 08:17, 22 April 2023
Shotokan Artist Paul | |
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Playstyle: | All-rounder, Zoning |
HP: | 15 |
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 |
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Normal Moves
A
[4A/6A] |
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{{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.
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C
[4C/5C] |
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j.A
[8A] |
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j.B
[8B] |
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j.C
[8C] |
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Universal Mechanics
Throw
[Any+T] |
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Block
[Any+BLK] |
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Special Moves
Paulcano
[5A] |
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Firepaul [6C] Welcome to the Paul Zone Welcome to the Paul Zone
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Colors