Pai Chan Dojo
Select Moves Analysis
This guide is not meant to be a substitute to a complete movelist, but
the important things you need to know about Pai will be covered here.
If you are looking for a complete movelist, you can find several in the
Links section. The asterisks indicate how useful or how often you will
be using the relevant move; five asterisks are best, one asterisk is worst.
The number before the asterisk rating is the damage points the move inflicts.
Standing Single Punch :: P :: High :: 10 :: ****
Pai has the fastest punch, and it's an important tool to interrupt an
opponent's attack, gain initiative, and as a way to get guaranteed counter
damage. If you only want a single punch and don't want something else
to come out by accident (e.g., P, K or P, P), press the G after P. So
the command will be P, G, or popuarly denoted as P(G).
Triple Punches, Crescent :: P, P, P, K :: High, High, High, High :: 10,
10, 12, 38 :: *
To use in combos only. Also of some utility if you can condition your
opponent to dodge after blocking your initial three punches...in expectation
of a sidekick perhaps?
Triple Punches, Lunging Kick :: P, P, P, f+K :: High, High, High, Low
:: 10, 10, 12, 30 :: *
Combos only. The Lunging Kick will stagger if it hits.
Triple Punches, Sweep :: P, P, P, d+K :: High, High, High, Low :: 10,
10, 12, 30 :: **
This move should mainly be used in combos, but can be risked in its entirety
every now and then once in a blue moon in the middle of your offense.
To further confuse, you can delay the timing of each punch, throwing the
opponent off rhythm. Because the low sweep is something most players expect
only from beginners, it can catch them off guard and demoralize when used
prudently. The sweep, if blocked, is of course staggerable and low throwable.
Triple Punches, Kickflip :: P, P, P, b+K :: High, High, High, Middle
:: 10, 10, 12, 20 :: **
You could probably use this string more often than the sweep version,
as the kickflip is fairly fast. When the opponent seems to be controlling
the flow of the game better than you, you could always resort to a very
crude guessing game of triple punches, sweep or triple punches, kickflip.
That said, a better version may be to G cancel after the triple punches
and either throw or sidekick (d/f+K). If Pai's kickflip is blocked, she
is very throw and attack counterable, so be careful.
Triple Punches, Blue Leg, Jump Kick :: P, P, K, K :: High, High, Middle,
Middle :: 10, 10 10, 25 :: ***
Perhaps the only string you can use with cautious regularity. Watch to
see if the Blue Leg hits as a counter before committing to the jump kick,
and you can use the Blue Leg to force the attack/throw guessing game,
although the recovery after the Blue Leg isn't that great.
Low Punch :: d+P :: Special Low :: 9 :: *****
The low punch is especially important for Pai, as it is her main way
of setting up her D,f+P; D,f+P+G throw, and WS+K heelkick. The low punch
functions as both a means for defense and offense. The low punch can be
blocked crouching or standing, however. If the low punch is blocked, Pai
is at a very slight disadvantage, but don't let this worry you--knowing
how to use the low punch is critical for pai. You may see the low punch
abbreviated as LP.
Swipe :: f+P :: Middle :: 14 ****
Pai's main, up-close, harrassment saftey attack. Pai is at least even
with the opponent if the swipe is blocked (if not at a slight advantage).
The kind of move that the opponent likes to ignore, even when they get
hit.
Lunging Fist :: b+P :: Middle :: 20 :: ***
When Pai's b+P hits on major counter, the opponent will SKD, allowing
Pai to combo or low throw (since Pai doesn't have much damage potential
from her low throw, a guaranteed combo is highly recommended). While Pai
has decent reach with the attack, it is fairly slow.
Retreating Chop :: d/b+P :: High :: 12 :: ****
The d/b+P will evade most close attacks like punches and elbows, and
every time it hits, even on normal, the opponent will float for a possible
combo. Because of it's quirky execution and timing, it is a good move
to use in your offensive flowcharts, especially when you anticipate the
opponent trying to interrupt you. If blocked, however, Pai is throw counterable,
but the recovery is good.
Low Blue Fist :: d/f+P :: Low :: 12 :: ****
The Low Blue Fist, abbreviated as LBF, is one of Pai's key attacks. Pai
bends extremely low for the LBF, allowing her to avoid most high and many
middle attacks, even the low punch! She also has a number of good follow
ups after the LBF. Note that after her LBF, Pai can go into any of her
normal punch strings (i.e. LBF > P,P,P,K or P,P,P,d+K, etc.)
Low Blue Fist, Punch, Uppercut :: d/f+P, P, f+P :: Low, High, Middle
:: 12, 8, 25 :: ***
If the LBF hits counter, the punch is guaranteed to hit. The uppercut
will always float when it hits. The recovery of the uppercut is much improved,
but it is still throw (though not punch) counterable. However, Pai is
at a big disadvantage if blocked. This string can be used after uramawari;
i.e. the uppercut to get a big float. If you want to be safe, cancel after
the punch and go for a sidekick instead; i.e. d/f+P, P > G > d/f+K.
Low Blue Fist, Blue Leg, Jump Kick :: d/f+P, P, K, K :: Low, High, Middle,
Middle :: 12, 8, 10, 25 :: ***
If you don't want to lose momentum by stopping the canned string, use
the string above for a middle hit after the punch. Use the threat of the
jump kick to prevent opponents from easily punishing Pai should they block
the Blue Leg.
Low Blue Fist, Wind Kick :: d/f+P, K :: Low, High :: 12, 25 :: ***
After the opponent learns to expect the two above strings, you can use
the Wind Kick to surprise and throw the opponent's rhythm off. Although
the Wind Kick itself hits high, it is chargeable, and when fully charged,
it hits middle and for 45 points. It will also stagger opponents if blocked
when charged. The Wind Kick, otherwise, is throw and fast-speed-punch
counterable when blocked.
Double Palm :: f,b+P, P :: High, Middle :: 12, 20 :: ****
Pai's best new move is also a sabaki for high and middle punches, high
kicks, and high and middle elbows (first palm only). It has relatively
fast execution, has great reach, consists of two moves, and thus can be
used prominently in her flowcharts. When the second palm hits, Pai is
at a great advantage. The first palm also takes a Shun DP.
Scoop :: D,f+P :: Middle :: 20 :: ****
Forgive the name, but on counter the opponent will float, giving Pai
a combo opportunity. While it is technically throw counterable (not punch
counterable) if blocked, the window is very small and Pai recovers extremely
quickly.
Puncture Fist, Jump Kick :: f,f+P, K :: Middle, High :: 20, 20 :: **
Mainly used in combos. If for some reason you do it in combat and it
gets blocked, keep in mind that the jump kick can be delayed. Use to minimze
the threat of being punished.
Sidekick :: d/f+K :: Middle :: 21 :: *****
Pai has the best sidekick in the game. With incredible range, uncounterability,
and fast execution, Pai's sidekick should be in every player's arsenal.
Will stagger crouching opponents. Unfortunately, it no longer floats in
VF4, but Pai will have a major advantage on counter hit.
Double Kick :: K, K :: High, Middle :: 20, 20 :: ***
The first standing K can be used as a float tool, but it is throw counterable
when blocked. Use the second kick, which hits middle, to discourage counter-attack
happy opponents. The second kick, however, is also throw (and not punch)
counterable. The second kick also takes off a Shun DP.
Kick, Low Blue Fist, Wind Kick :: K, P, K :: High, Low, High :: 20, 12,
25 :: **
Mostly used in combos. The Wind Kick is chargeable, and hits middle and
for 45 points on maximum.
Double Swallow Kicks :: u/f+K, K :: Middle, Middle :: 15, 20 :: ****
Pai's primary knock down attacks. If the first swallow kick (or SSK,
for Single Swallow Kick) hits, the second is guaranteed. Pai's recovery
is terrible if the Double Swallow Kicks (or DSK) or blocked, so it is
important to watch to see whether the SSK hits before committing to the
second kick. Pai's recovery after a blocked SSK is good enough such that
she is difficult to counter. When the SSK hits or counters, Pai is at
a tremendous advantage and can press the attack/throw guessing game. One
very good use of the SSK is to hop over the opponent while the opponent
is on the ground for an uramawari attempt.
Blue Leg, Jump Kick :: f+K, K :: Middle, Middle :: 21, 15 :: **
Because the Blue Leg is only of medium speed and has some delay (thus
not making an attack/throw guessing game very forceable), Pai is better
off executing this move from her canned P,P,K,K string the majority of
the time.
Crescent into Bokutai :: b+K, d :: High :: 19, 0 :: **
The kick is rather slow and hits high, and is thus not always the ideal
way of entering the Bokutai stance (Pai goes into Bokutai after the d).
The kick is essentially non-counterable, however, and Pai can quickly
punch from Bokutai to interrupt counter-eager opponents. Pai bends very
low when going into Bokutai and avoids most high attacks and some middle
attacks. Bokutai is not like other stances in that Pai remains in the
stance; instead, if nothing is done in Bokutai, after a certain time window,
Pai will go back to her default stance. Every move from Bokutai will cause
her to exit the stance. Her other means of entering Bokutai are from her
Meishiou stance moves.
Double Flipkicks :: u/b+K, f+K :: 30, 30 :: *
A VF3-CPU favorite, the VF3 CPU loved to draw its unsuspecting human
players to attempt to throw after the first flipkick, only to be stuffed
by the second one. Use it if you think you're smart! But, there is actually
a legitimate use for it as okizeme (time it such that the opponent's rising
kick will whiff just as Pai flipkicks away, only to be hit by her second
flipkick), but the application is not easy.
Heelkick :: WS, K :: Middle :: 30 :: ***
The utility of Pai's heelkick is drastically reduced since opponents
can now QR/TR from a follow up pounce. That said, Pai's heelkick now always
hits middle and is still useful in attack/throw guessing games from a
crouch dash. If you have trouble consistently executing this move, it
might help to think of WS (while standing) as a QCB or QCF command. That
is, QCB+K or QCF+K would give you WS, K. The heelkick is only throw counterable
if blocked.
Low Kick, Heelkick :: d+K, K :: Low, High :: 10, 19 :: *
Low Kick, Sweep :: D+K, K :: Low, Low :: 10, 20 :: *
If the low kick hits as major counter, the canned kick is near-guaranteed.
Palm Crush :: b,f,f+P+K :: Middle :: 10 :: **
Pai steps back a little before the palm strike; while the stepping back
is somewhat slow,t the palm itself is fast. The palm is chargeable and
hits 45 on maximum. If the palm is blocked charged, the opponent will
stagger, allowing Pai to press the attack/throw guessing game.
Crescent :: K+G :: High :: 30 :: *
Don't use.
Wind Kick :: b+K+G :: High :: 35 :: **
Much better than the Crescent, the Wind Kick is faster and has a knack
of beating high punches. Use primarily against dodging opponents. Not
punch counterable if blocked, but throw counterable. Will take two DPs
from Shun.
Reverse Double Kickflip :: u/f+K+G, b+K :: 30, 30 :: ***
Better than her other double kickflip in that the u/f+K+G will always
float when it hits for a combo, and it works well against many low attacks
like a low rising kick. If blocked, you can use the threat of the b+K
to keep opponents at bay. The move is quite slow, however.
Cartwheel :: f+K+G :: Middle, Middle :: 20, 12 :: **
With its good range and decent speed, the cartwheel can be used as a
surprise attack. It will float on counter for a combo. Not punch, but
throw counterable if blocked.
Blue Sky Kick :: f,f+K+G :: Middle, Middle :: 20, 20 :: **
Can be used to hop over low attacks like a rising kick and will combo
on knock down. It's quite slow however and can be blocked on reflex.
Quick Sweep :: d/b+K+G :: Low :: 25 :: ***
If the Quick Sweep hits normal, the opponent at worse recovers at the
same time as Pai, so look to use this from middle to far distance or to
interrupt. Pai bends very low to low kick, avoiding many high attacks.
Can also be used against dodging opponents.
Crane Pounce :: u+K+G :: Middle :: 25 :: **
Has some utility as a viable pounce and as an okizeme tool. Great against
a stance-crazy Lei Fei.
Dodge Attack :: u or d, P+K+G :: Middle :: 25 :: ***
Pai's Dodge Attack (DA) is basically a middle hitting Wind Kick. It is
decently fast and has some tracking properties at mid-distance. It always
knocks down when it hits. It's somewhat unreliable close distance, however,
and Pai is very counterable if blocked, so the DA should only be used
when the hit is guaranteed.
Meishiou Dodge :: b+P+K+G :: Stance :: 0 :: **
Pai enters the Meishiou stance. The b+P+K+G itself, however, doesn't
execute that quickly, so Pai can't use it like Lion's or Jacky's b+P+K+G.
Like the Bokutai, you only have a limited time to execute a Meishiou attack;
after a time period Pai will revert back to her normal stance. Meishiou
attacks are her other means of entering into Bokutai stance, but any other
attack will cause her to go back to her default stance.
Trip Up :: u or d+P+K :: Special Reversal :: Damage Reversed + 20 ::
***
Pai's other new move, the Trip Up is a unique reversal for dodging and
TRing opponents. The successful execution of the Trip Up depends on matching
the direction of the dodge to the command input. For example, if the opponent
on the right dodges into the screen, u+P+K will trip the opponent while
d+P+K will whiff. The Trip Up is best used against TRing opponents; keep
in mind that the move has execution time and limited range. When opponents
learn to stop TRing in fear of the Trip Up, go for the pounce.
Reversals :: b+P+K or d/b+P+K :: Reversal :: 25 :: ***
Pai can reverse high or middle attacks. Use b+P+K to reverse high attacks
and d/b+P+K to reverse middle attacks (including flipkicks). Pai's elbow
reversal is especially useful in that she flings the opponent far behind
her; great for R.O. against unsuspecting opponents. Note that her elbow
reversal takes 30 points damage.
Inashis :: f+P+K or d/f+P+K :: Inashi :: 5 :: **
Pai can reverse high or middle attacks. Use f+P+K to reverse high attacks
and d/f+P+K to reverse middle attacks (including flipkicks). Although
her inashis take very little base damage, they often leave the opponent
struggling, allowing Pai a follow up opportunity. DSK is guaranteed against
a high punch, elbow, and knee inashi for good damage. You can attempt
DSKs against other inashis, but some may require a forward dash to get
in range, and opponents can struggle to block the DSK. For guaranteed
damage, you can try a simple sidekick. Or, you could press the attack/throw
guessing game.
Bokutai Punch :: (BT) P :: High :: 8 :: ***
BT stands for Bokutai. Use the punch to interrupt opponents trying to
attack Pai after she enters BT; this works very well since Pai bends very
low while in BT, avoiding most high and middle attacks. Use the punch
to regain initiative.
Bokutai Double Punch, Crescent :: (BT) P, P, K :: High, High, High ::
8, 12, 38 :: *
Bokutai Double Punch, Wind Kick :: (BT) P, P, f+K :: High, High, High
:: 8, 12, 30 :: *
Bokutai Double Punch, Sweep :: (BT) P, P, d+K :: High, High, Low :: 8,
12, 30 :: **
Bokutai Double Punch, Kickflip :: (BT) P, P, b+K :: High, High, Middle
:: 8, 12, 20 :: **
The above strings might confuse an opponent temporarily since they consist
of only two punches before the kick, but it won't last long. Better not
used.
Bokutai Low Kick, Blue Sky Kick :: (BT) K, K :: Low, Middle, Middle ::
23, 10, 10 :: ***
This is Pai's best bet to catch standing opponents, especially from a
Meishiou sequence of middle attacks, but the Blue Sky Kick is slow and
can be blocked on reflex. You can use the opportunity to attempt an attack/throw
guessing game.
Bokutai Rising :: (BT) P+K :: Middle :: 30 :: ***
The Rising will float opponents for a combo and good damage. The attack
itself is fairly close range, however.
Bokutai Sweep, Push :: (BT) K+G, P :: Low, Middle :: 23, 35 :: **
Used to confuse.
Meishiou Sweep :: (MS) K :: Low :: 23 :: **
MS stands for Meishiou. Her only low attack from Meishiou.
Meishiou Crescent, Punch, Sweep :: (MS) K+G, P, K :: Middle, Middle,
Middle, Low :: 20, 12, 10, 23 :: **
Instead of the sweep, you can try to trick the opponent and middle attack
instead. Pai recovers standing after the sweep and can be thrown and punch
countered.
Meishiou Sparrow Swipes :: (MS) P, P, P :: Middle, Middle, Middle, Middle,
Middle, Middle, Middle :: 10, 10, 5, 10, 5, 5, 20 :: ***
If you pause after each P, Pai will go into BT stance. If the first P
hits, the second P is near (if not) guaranteed for fairly good damage
at 45 points base.
Pounce :: u+P :: Ground Attack :: 25 :: **
A typical pounce.
Stomp :: d/f+K :: Ground Attack :: 15 :: ***
Use in situations where an opponent has to QR/TR to avoid the ground
attack and in throws.
Shihonage :: P+G :: High Throw :: 50 :: ***
50 points is pretty good damage for a normal throw. If opponent escapes,
both have their backs towards each other and are neutral.
Roaring Thunder :: f+P+G :: High Throw :: 50 :: ***
A stomp is not guaranteed after, but it does take a Shun DP. If Pai's
back is to the wall, the f+P+G becomes a wall throw and takes 60 points.
Surprise Exchange :: d/f+P+G :: High Throw :: 0 :: **
DSKs for guaranteed damage. Her only other one direction command throw,
unfortunately.
Collapsing Body, Shadow Palm :: f,f+P+G :: High Throw :: 50 :: ****
The f,f command is similar to a forward dash. The down attack is likely,
for very good damage (63 points total).
DDT :: f,b+P+G :: High Throw :: 55 :: ****
A R.O. throw, Pai reverses positions with the opponent. When escaped,
both recover in close distance and Pai is at a disadvantage. When the
opponent's back is to the wall, the DDT becomes a wall throw, taking 63
points damage.
Sudden Turning Wind :: b,f+P+G :: High Throw :: 60 :: ****
Pai reverses positions with the opponent but the opponent is not flung
back, instead, Pai ends up forward. A good throw for its damage.
Violent Heaven :: D,f+P+G :: High Throw :: 60 :: ****
The opponent can QR/TR from the throw, but if they do not, Pai can go
for a down attack for very good damage. Pai's primary throw from LP and
a crouch dash. When escaped, both Pai and opponent are neutral.
Stumble Throw :: b,d+P+G :: High Throw :: 10 :: ****
Pai's highest damage potential from a throw is her Stumble Throw (ST).
f,f+K is the typical follow up, which causes the opponent to struggle
for more damage. Given the correct timing, it is near (if not) guaranteed.
If the opponent struggles, execute the f,f+K quickly. If the opponent
doesn't struggle, execute the f,f+K after a slight pause, or the f,f+K
may miss or hit at an strange angle. Used correctly, the f,f+K has a very
high chance of hitting for at least a total of 40 points. From the f,f+K
stagger, you can press the attack/throw guessing game, but most opponents
would have a difficult time struggling out of an attack. The typical and
highly damaging ST sequence would be: ST > f,f+K > f,f+P,K.
Whirlwind Bloom :: d,f,u,b or u,f,d,b+P+G :: 60 :: ***
Pai's 270b throw takes only slightly more damage (5 points) than her
DDT, but unlike the DDT, if the throw is escaped Pai is not at a disadvantage.
Pai will still reverse positions with the opponent, but the distance is
not significant. In general, use her 270b if the command input timing
is not strict and if not for positioning.
Back Throw Trip, Kickflip :: P+G, K+G :: High Back Throw, Middle :: 10,
30 :: ***
Back throws are not escapable, and this is Pai's only back throw. The
back throw will stumble the opponents, similar to her ST, and Pai can
go for an attempt an attack to float, but the opponent can recover to
block. This presents an opportunity to throw instead. The kickflip is
canned and is guaranteed, if you choose not to go for the guessing game.
Back Push :: P+G :: High Side Throw :: 40 :: **
Side throws can be escaped, so if the DSK is guaranteed, that might be
a better option to take.
Low Back Throw Trip :: f+P+K+G :: Low Back Throw :: 10 :: ***
Similar to her back throw in that she stumbles the opponent for an attack/throw
guessing game. No canned flipkick, however.
Low Side Throw :: f+P+K+G :: Low Side Throw :: 40 :: **
Not much to mention except that the damage is quite pathetic for a low
side throw. Still, worth mentioning for style points.
Turn Around Low Blue Fist :: (Back) d+P :: Low :: 12 :: ***
Turn Around Sweep :: (Back) d+K :: Low :: 20 :: ***
Turn Around Kickflip :: (Back) u/b+K :: Middle :: 30 :: ***
Pai is mostly a face-to-the-opponent fighter, but uramawari situations
will leave Pai's back to the opponent. Her turn around LBF is for all
purposes the same as her d/f+P, so all of her normal LBF strings are available
from the turn around d+P. After a successful uramawari, go for a d+P,
P, f+P to float the opponent. The other option is to go for the turn around
sweep or the flipkick. If the uramawari attempt is unsuccessful for whatever
reason, the sweep will duck high rising attacks and the flipkick will
hop over low rising attacks. If either are blocked, however, Pai is highly
counterable (especially for her kickflip).
Turn Around Punch :: (Back) P :: High :: 12 :: **
In other situations where Pai's back is to the opponent, a quick turn
around P would do well to interrupt the opponent's counter attempts and
get Pai facing the opponent again. The turn around P has the same canned
options as a normal standing P.
ice-9's Pai Chan Dojo
ice-9; published December 31, 2001; last updated June
06, 2002
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