Jingi Storm: The Arcade/Paolo

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Paolo
Jstapaolo.png
Full name Paolo Couse
Health 364
Play-style Zoner
Weight Super Heavyweight (12/12)

Introduction

Paolo Couse can best be described as the "man with the plan," as long as that plan involves him punching you. He can cover distances that other characters can only dream of with his bizarre stretchy arm punches, and make it incredibly difficult for the opponent to approach with his best-in-class fireball game. One might think this means his short range offense suffers as a result, but you'd be dead wrong. He is incredibly potent at rushdown as well, his unique ducking feints and guard breaks all providing solid damage and relentless pressure.

Sounds great, right? Well, there's one small problem: Paolo can't throw a kick worth a damn. Paolo is a boxer through and through, and although his punches are truly exemplary, this comes at the cost of undoubtedly the worst set of kicking normals in the game. Paolo rarely ever wants to use his K button for anything, and this can make him somewhat predictable as a result. A prepared opponent can cut this massive man down to size in no time with well-placed Atemis and proper guarding.

When played to his strengths, Paolo is truly a force to be reckoned with. He can slow the pace of the match down to a crawl, and maintain complete control at nearly any distance. Just don't try to make him kick. I promise it won't go well.

Playstyle
Jstapaolo.png Paolo Couse is a boxer who pesters his opponents with lightning-fast blows at long and short range.
Strengths Weaknesses
  • Hands of a God...: Paolo has an incredible arsenal of punching attacks with absurd speed, unparalleled range and solid damage.

  • Keepout Champ: Although his rushdown capabilities aren't shabby either, Paolo is undoubtedly the best zoner in the game, utilizing a number of projectiles and extended melee attacks to strike his opponents before they even get close.

  • Excellent Throw: Paolo has access to 66P+G, a throw that is nearly impossible to break and grants a full combo when it successfully lands.

  • Big Buff Man: Paolo has both the highest health value and the highest weight in the game, making him sink like a brick during juggles and live through things that other characters simply don't.

  • ... With Two Left Feet: To balance out his phenomenal punches, Paolo's kicks are weak, slow, and generally lacking in utility. This means that he essentially has to play the game with a single attack button a lot of the time.

  • Just Duck: Nearly all of Paolo's meaningful offense comes from high attacks, making him incredibly vulnerable to crouching opponents. This is further compounded by his heavy reliance on a throw for starting combos.

  • Launching Troubles: Paolo's juggle damage is good enough, but he has few ways of launching his opponents for said juggles outside of 66P+G or some very well timed counterhits.

  • Doesn't Mesh Well: Paolo's moveset is somewhat dissonant with the system mechanics of Jingi Storm, as he gets little reward off of his guard breaks, is very easy to Atemi both in and out of combos, and barely interacts with the counterhit system outside of his CH launchers. He has to make do without a lot of privileges every other character has access to.

Attacks

Dempsey Roll
63214
Paolo 63214PP.gif
1 HCB
1 HCB
Paolo 63214 (X4) PPPPPPP.gif
full string
full string
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214 - - - - - - - -

Paolo's unique evasive stance. Advances on the opponent while ducking high attacks.

Input Damage Startup Active Recovery Guard Break On Hit On Block
63214P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214PP - - - - - - - -

A series of two body hooks. The first has quite short range, but this string is still nice as a relatively quick mid check, which Paolo sorely lacks.

Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4) - - - - - - - -

The real Dempsey Roll. Paolo rapidly advances towards the opponent while ducking all high and eventually even mid attacks. He has to be hit low to be taken out of this stance, and this enables it to serve as a terrifying knowledge check when combined with the followup.

Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)PPP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)PPPP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)PPPPP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)PPPPPP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
63214(x4)PPPPPPP - - - - - - - -

A series of body hooks that deals monstrous damage. An experienced opponent will rarely ever fall victim to this move, but it will absolutely obliterate any poor fool who can't stop Paolo before it activates. The attacks progressively increase in guard break level as well as damage, so blocking won't do the victim any good either.


PPP
Paolo PPP.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -

Super quick jab.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP - - - - - - - -

True combo, but very low damage.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP - - - - - - - -

Not a true combo, and high. Not much use for this.


PK
Paolo PK.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
PK - - - - - - - -

Standard punish string, one of Paolo's few decent kicks.


Flicker Combo
66PPPP
Paolo 66PPPP.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
66PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
66PPP - - - - - - - -

Paolo throws a series of noodle arm jabs. Very good string. Good range, good damage, and incredibly fast. All hits are high.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66PPPP - - - - - - - -

Doesn't combo naturally from the other hits, mostly good for juggles but easy to Atemi.


4P
Paolo 4P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
4P - - - - - - - -

Solid poke, Paolo steps back a bit during the startup so it can dodge jabs and stuff like that.


44P
Paolo 44P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
44P - - - - - - - -

Decent yellow guard break, solid range and quick, but hits high so a quick opponent can duck and punish.


3P
Paolo 3P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P - - - - - - - -

Counterhit 3P launcher, better than average as it ducks highs during startup, and the resulting punish will launch.


Splash Whip
1P
Paolo 1P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
1P - - - - - - - -

An uncanny-looking low jab with exceptional range. Quick, though low Atemiable if your opponent is really sharp.


13P
Paolo 13P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
13P - - - - - - - -

Similar function to 1P, slightly better range and slightly lower damage, with the advantage of ducking under highs.


Sonic Screw
236PPP
Paolo 236ppp.gif
236ppp
236ppp
Paolo 236pp3p.gif
launch ender
launch ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
236P - - - - - - - -

Paolo's quicker and smaller fireball. Good for zoning and generally annoying your opponent. This move and its followups all hit high.

Input Damage Startup Active Recovery Guard Break On Hit On Block
236PP - - - - - - - -

Basically the first hit repeated, Paolo slightly steps back when he throws this which makes it especially good for zoning.

Input Damage Startup Active Recovery Guard Break On Hit On Block
236PPP - - - - - - - -

Same story as with 236PP, but Paolo steps back even further as he throws an additional fireball. Use this string to annoy your opponent and stuff their approaches.

Input Damage Startup Active Recovery Guard Break On Hit On Block
236PP3P - - - - - - - -

The moneymaker. A mid launcher that combos off the second fireball, allows for high damage combos and is great for catching your opponent once they start ducking your fireballs.


Snapping Screw
93P
Paolo 93P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
93P - - - - - - - -

Paolo's slower, larger fireball. Has solid range, and low recovery, allowing links after it hits. Also a mid that forces standing, allowing limited unblockable setups or a 66P+G vs crouching foes.


Sidestep Left P
Input Damage Startup Active Recovery Guard Break On Hit On Block
8~P - - - - - - - -

Unique sidestep uppercut, hits mid and gives a nice counterhit launch while ducking highs.


Sidestep Right P
Paolo sidestep P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
2~P - - - - - - - -

Strangely, Paolo has two different sidestep Ps depending on the direction he steps. This one deals slightly higher damage, at the cost of slightly longer startup. Serves essentially the same function.


Running P
Paolo running P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
- - - - - - - - -

Yellow guard break. A running overhand hook, serves as Paolo's primarily launcher. Paolo doesn't get much off of his guard breaks, but this is still a useful tool regardless due to its high reward on hit.


Slap Hook Combo
K~PPP
Paolo K~PPP.gif
Paolo K~PK.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
K - - - - - - - -

A sluggish front kick. Paolo uses his P buttons a lot more than his K buttons, and for good reason. You're usually not going to want to throw this out on its own.

Input Damage Startup Active Recovery Guard Break On Hit On Block
K~P - - - - - - - -

Uniquely, Paolo can feint some of his kicks into unique punch strings. Delay the P input for increased range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
K~PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
K~PPP - - - - - - - -

A triple high hook. Decent damage, not terrible for approaching though mostly outclassed by 66PPP. All hits are high.

Input Damage Startup Active Recovery Guard Break On Hit On Block
K~PK - - - - - - - -

Mediocre mid ender, not particularly useful and easy to Atemi.


Beat Combo
6KPP
Paolo 6KPP.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
6K - - - - - - - -

Looks and functions identically to 5K, but technically a different move as it has separate followups.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6KP - - - - - - - -

True combo off of 6K, a decent way to catch your opponent ducking.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6KPP - - - - - - - -

Freakishly fast yellow guard break, would be a decent combo ender but 6K's slow speed limits its use.


3K~PP
Paolo 3K~PP.gif
Paolo 3K~PK.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3K - - - - - - - -

Big middle kick, mostly the same utility as 5K albeit with extended range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3K~P - - - - - - - -

Green guard break. Like 5K's followups, can be delayed to increase range. A middle hook with solid range, good approach option.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3K~PP - - - - - - - -

Mid uppercut ender. Combos, and deals solid damage.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3K~PK - - - - - - - -

Low kick ender. Not a true combo, but decent as a mixup option.


1KP
Paolo 1KP.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
1K - - - - - - - -

A spinning back low kick. Decent low poke, essentially interchangeable with 1P or 13P, try to vary these up so your opponent doesn't get used to the animation.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1KP - - - - - - - -

Staple combo filler for Paolo, second hit is also a counterhit launcher. Very useful for picking up combos after a missed air Atemi.


7K
Paolo 7K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
7K - - - - - - - -

Identical to 8K, but performed jumping backwards. The least useful of the three variants.


8K
Paolo 8K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
8K - - - - - - - -

A jumping push kick. A somewhat awkward attack without a ton of use. You can use it to call out low pokes, but the attack must be performed early or Paolo will get clipped on his way up.


9K
Paolo 9K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
9K - - - - - - - -

Identical to 8K, but performed jumping forwards. A decent but slow approach option as it covers a high distance and is safe on block.


Sidestep K
Paolo sidestep K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep K - - - - - - - -

A unique sidestep K that lacks the immense pushback of the generic variant. Not much use for this.


Running K
Paolo running K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running K - - - - - - - -

Red guard break. A very quick flying knee. Quite possibly the fastest red guard break in the game, but cruelly it recovers too slow for any followups. Essentially a very plus on block mid, gives a knockdown on hit with a guaranteed OTG 13P.


Body Crush
P+K
Paolo P+K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P+K - - - - - - - -

A downwards-angled body hook. A great mid poke that starts quick and has excellent range. High pushback makes it useful for keeping the opponent out, which is usually what Paolo wants to do.


Cat Flicker
6P+K
Paolo 6P+K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P+K - - - - - - - -

A big wiggly-arm hook. An unorthodox move with decent utility, deals low damage but drags the opponent towards Paolo on hit or block, can be useful for setting up a 66P+G or enforcing pressure.


Dash Jab (DJ) Combination
3P+K PP
Paolo 3P+K PP.gif
pp
pp
Paolo 3P+K 3PP.gif
3pp
3pp
Paolo 3P+K 4PP.gif
4pp
4pp
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K - - - - - - - -

Paolo sways backwards before performing a lunging jab. A strange, highly evasive attack with great range. Mostly used for its followups.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K P - - - - - - - -

Quick jab followup. Combos out of 3P+K, but not much reward. Best used if you want extra damage after successfully dodging your opponent with 3P+K.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K PP - - - - - - - -

Mid ender. Really difficult to imagine a situation where this is practical.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K 3P - - - - - - - -

A slow mid launcher. Like 3P and the sidestep Ps, this will duck highs often, and as such is not a terrible choice when your opponent blocks your 3P+K as it'll often beat whatever they press.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K 3PP - - - - - - - -

A very slow low-angled hook. Despite what you might think upon first impressions, this actually does hit low. If you condition your opponent to block this, you can start throwing out mids after 3P+K P instead to check them.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K 4P - - - - - - - -

Paolo retreats while throwing a stretchy right jab. Use this after 3P+K to quickly approach and then retreat from your opponent at range,

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K 4PP - - - - - - - -

Red guard break. A very good red guard break that is really only held back by the lengthy string beforehand and the fact that it's on Paolo. Hits mid and very quickly, good for guaranteeing a little bit of damage to close out a round or setting up a 66P+G for a possible launch.


K+G
Paolo K+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
K+G - - - - - - - -

Yellow guard break. A left hook into a right spinning backfist. A bizarre attack held back by weird technical issues, namely that the first hit forces the second to whiff when it hits or breaks guard. If you really want to use this attack for whatever reason, try to set up just the second hit to connect, the resulting guard break gives enough time for a 66PPP for some decent damage.


2K+G
Paolo 2K+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
2K+G - - - - - - - -

Paolo kicks the opponent in the shin. Another interchangeable low poke. See the others for instruction.

Crouching Attacks

Crouching P
Paolo crouching P.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching P - - - - - - - -

A unique dickjab. Slightly higher range isn't enough to make up for its much lower speed, this isn't something you're gonna want to press unless you have to. Interestingly, this has a different recovery animation if performed standing as opposed to from a full crouch.


Crouching K
Paolo crouching K.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching K - - - - - - - -

Slow ankle kick. Your opponent can probably block this on reaction, I assume this move just exists to further encourage the use of P buttons instead.


Aerial Attacks

Air PPP
Paolo air PPP.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air PPP - - - - - - - -

Throws

Gigaton Blow
P+G
Paolo P+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P+G - - - - - - - -

Sends the opponent fullscreen, good for setting up Paolo's zoning.


3P+G
Paolo 3P+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+G - - - - - - - -

Somewhat low damage but cold as hell animation. Used more than most other crouch throws, as ducking against Paolo is usually a good idea.


Back P+G
Paolo back P+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back P+G - - - - - - - -


Back-to-back P+G
Paolo back-to-back p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back-to-back P+G - - - - - - - -


66P+G
Paolo 66P+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P+G - - - - - - - -

Very good throw, deals no damage but puts the opponent in a counterhit state, guaranteeing a 3P launch afterwards. For some bizarre reason, this throw requires the opponent to mirror the input to break it, making it nearly impossible to break on reaction.


Air Rush
4P+G
Paolo 4P+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
4P+G - - - - - - - -

Appears to deal the same damage as his normal throw, but leaves the opponent close instead. Gives good frame advantage for whatever you want to do on their wakeup.

Super Attacks

44P+K+G P+K+G
Paolo 44P+K+G P+K+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
44P+K+G - - - - - - - -

Mostly unremarkable super, deals weirdly high damage.

Input Damage Startup Active Recovery Guard Break On Hit On Block
44P+K+G P+K+G - - - - - - - -

Generic super followup, still deals amazing damage.