Patroklos Combo Discussion!

Dont know if this has been mentioned by 66B -> 8(KB) - 2(KB) = 90 damage and leaves you at a close range advantage when the opponent gets up.

Nice juggle combo for 101 damage = 66B -> B -> BB -> BB -> 236 A -> (during spin) B.
Won't work with alot of lag
These don't work.
 
These don't work.
Sorry I typed em in wrong

66B -> 8BK -> 2BK ( Justice Strike -> Ever Transcending Justice -> Glorious Impale)

66B -> 66BK -> B ->BB -> BB -> 236A -> (during spin) B
(Justice Strike -> Rhada Punish -> B -> Ascending Glint -> Ascending Glint -> Justice Spiral)
 
Sorry I typed em in wrong

66B -> 8BK -> 2BK ( Justice Strike -> instant Unblockable jump -> Glorious Impale)

66B -> 66BK -> B ->BB -> BB -> 236A -> (during spin) B
(Justice Strike ->
The first one is techable after 8B+K
The second one is air controllable after the first B strike.
 
The first one is techable after 8B+K
The second one is air controllable after the first B strike.
I just did it in training mode. 4 hit combo. EverT leaves them in ground stun long enough for a fast 2BK. I'm pretty sure this works cause it's my bnb lol.

Never knew the second was air controllable, used it on my friend offline and was still getting the full 101 (10 hit combo). I had different timings to compensate but yeah.
 
I just did it in training mode. 4 hit combo. EverT leaves them in ground stun long enough for a fast 2BK.
Never knew the second was air controllable, used it on my friend offline and was still getting the full 101 (10 hit combo). I had different timings to compensate but yeah.
You have to set the computer to tech out in different directions. It is a combo if someone just lays on the ground though.
 
You have to set the computer to tech out in different directions. It is a combo if someone just lays on the ground though.

Well I'm pretty sure the first one is valid because it's my bnb. EverT causes a stun on hit, Glorious Impale hits grounded opponents. Also since EverT lands me directly on top of the opponent even if they can tech, they'll get hit by the impale.
 
Well I'm pretty sure the first one is valid because it's my bnb. EverT causes a stun on hit, Glorious Impale hits grounded opponents. Also since EverT lands me directly on top of the opponent even if they can tech, they'll get hit by the impale.
I did that's how I came to those conclusions.
 
Right tech for 2A+B and I found out the 8B+K can be teched to the left.
Hmm I guess people aren't teching then. But it's really strange how I hit this on everyone if you can tech out of it.
Well I do the EverT input as soon as the justice strike animation finishes. So the opponent is still crumpling while I get the hit in. I don't charge EverT at all, and then I rapidly input Glorious impale as soon as I land.

Like I believe you, but if its not a combo then is it just a tricky trap?
 
8B+K seem kinda wonky sometimes you can sometimes you can't.
So I guess i'm just real lucky lol. Eh perhaps i'm timing it differently than the way i'm describing it.
Also I mapped BK to the AG shoulder button. Maybe that could make a difference? A single button press saves time than trying to press two buttons at once.
 
So I guess i'm just real lucky lol. Eh perhaps i'm timing it differently than the way i'm describing it.
Also I mapped BK to the AG shoulder button. Maybe that could make a difference? A single button press saves time than trying to press two buttons at once.
I have it mapped too.
 
66B -> 8BK -> 2BK ( Justice Strike -> Ever Transcending Justice -> Glorious Impale)
Not bad.

8B+K will occasionally Clean Hit for 98-101 damage on a teching opponent. Damage output is comparable to standard combo. Maybe less, maybe more. Teching increases damage and sometimes teching will completely escape.

Unusually large hitbox... I seem to be hitting behind me when hitting 66B point-blank. Not as inconsistent as I thought, but still inconsistent. May just be this walled stage, I'm missing more out in the open.

I believe we've discussed this before, I guess I didn't look at this hard enough last time.

2A+B is techable in both directions. It's also too slow, it can be guarded.

2B+K, same thing.

(Your friends need to learn how to ukemi and how to air control. ^_^)

I guess you could throw when they get up. Landing full 66B+G, whole sequence does 159. 66% with some risk, not bad I suppose. But they can still duck and you can't force them to choose.

Can't seem to connect 66A or 3A to catch tech.

2A seems to catch right and left tech. 236B catches back, front, right, not left. Nothing really guaranteed.

Hard to test alone, but it seems that, 66B max range, 8B+K, 2A for left tech, 236B for rest. If they lay there nothing is guaranteed I'm assuming but I'd go for 2B+K or 44B.

I wouldn't personally use it but the rewards seem OK if you want to take those risks.
 
22A, W!, 6BBB, 66B+K, CE 115dmg. right techable but if the wall is on that side it's inescapable.

22A, W!, 66B+G, W!, 3B 130dmg. Obviously it's breakable but that damage is fucking ridiculous lol

22A, W!, Back grab, W!, 3B 117dmg. Only breakable by Zwei, Asteroth and Voldo.

22A, W!, 3B, W!, 66B, 1B BE, AA 90dmg.

22A, W!, wrKA, CE 118dmg. Only 99dmg if wrK W! again

Any grab is possible depending on how the body W!

I have a few more but I gotta go out with the hubby tonight
 
Humm, I hope I'm not saying something that's incorrect or outdated, but I've noticed in the combo listing there's

1B, 1B BE, AA for 74. I think 1B, 1B BE, 3B does 80 and cannot be escaped.
 
Newbie to the forum and all of this jargon, some questions-

Should I always be able to land 66B+K after 6BBB or 66B? Sometimes I fail and I wonder if I'm just too slow.

Is 66B the most reliable stun which readies an enemy for 66B+K?

Is there any move which guarantees 5B+K landing?

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I have this combo to contribute to the list, if it hasn't been mentioned already:

33B, 8A+B -- 58 dmg (whereas 33B, 236B$ does 65 dmg for the meter).
33B or 3B, 236B does about as much damage, but I think they travel further with the 8A+B and the enemy attains the altitude to go over walls.
 
Newbie to the forum and all of this jargon, some questions-

Should I always be able to land 66B+K after 6BBB or 66B? Sometimes I fail and I wonder if I'm just too slow.

Is 66B the most reliable stun which readies an enemy for 66B+K?
Most likely you are slow 6BBB is only guaranteed on counterhit but if they get hit with the last part then you should still get the combo. It can be hard to get it off 66B the farther away you are. As far as I know these are the only two moves which lead into the 66B+K combo.
 
If this hasn't been mentioned yet, can anyone confirm 22_88B~236236A+B+K? I've been getting around 108 dmg for it, but it whiffs if the opponent has already fallen to the ground (obviously, lol).
 
236b be is a great combo ender. i found with an other italian player this, i don't know if discovered and posted by someone before.
use jsbbe as combo ender. from there, there are 3 options
if they stay down, 9k and 3b connected
if they roll, 66a connect with the right timing in un umblockable way
if they backroll, 66b and 66a both connect with right timing
i think i'll focus a lot on the right timing in practice mode, since i think this is the greatest oki option pat has.
ps: this options are valid out of juggles too.
 
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