Alpha Patroklos Combo Discussion

Yeah I'm not convinced there's a reliable way to connect this. Was just experimenting on Leixia, and it seemed like a back tech could avoid this completely every time there was no way out of this, any Leixia players who are reading our threads...
 
what are people using as a combo after a guard break? ...

the strongest thing I found is:

2363b, 2143b:b, 2x jft... iirc, it does 106?

2143a+b, 2363b, 2143b:b, 2x jft also works ... but I think it does 109 ... I'll have to re-check again after I get home later today.

counter hit settings are kinda weird ... I did the same combo above [the 1st one without 2143a+b] and it does around 119 with counter hit on.. not really sure why, but there weren't any clean hits. I landed 2 clean hits for the jf t's and it came out to 141 hah ... ridiculous.

~~~

in open ground, agb, a:G:b, 2a,be, jf t works ... but it's pretty difficult since I have trouble with a:G:b ... and the be also puts them face down, making the jf t a bit difficult to hit... but it works for 129 dmg. [sure ppl knew about this combo already anyway].
 
haha ok. I just picked up alpha a few days ago and don't have much experience

but yeah, I was trying to avoid using agb in general ... since I suck at it at the moment hah
 
haha ok. I just picked up alpha a few days ago and don't have much experience

but yeah, I was trying to avoid using agb in general ... since I suck at it at the moment hah
agB is possibly the worst thing you can do if you certainly don't have a chance xD
I messed around with Patsuka yesterday and did this
(CH)1B:B 2143B:B 8A+BB, 2A(BE)
And noticed the combo stops at an odd point. maybe a free chance to 2k or 2b+k?
 
We all know that 66B max range allows to do :
66B 8A+B B 2A BE 8A+B B for 93 dmg

I found you can do this combo at all ranges tapping 2 times backdash :
66B 44 8A+B B 2A BE 8A+B B for 93 dmg

So you have a pretty no-skill combo here for 66B :) Timing for the 44~8A+B B is kinda close but not very hard. It can be mastered 100% of the time.

... I wonder if the same thing can be done with CH 214B ... I will try.
EDIT : doesn't work for CH 214B.
 
Yes I do it also, but i doing it by simple 4 for backdash. Did you checked is 4 8A+B will be enough for connecting it from 0 range?
 
Yes it connects at ALL range. Even 0 range. But I prefer doing 44~8A+B, I had problems with 4~8A+B.
 
for the combo you guys are talking about~ are you cancelling mid step with 8a+b b? Played with it a bit and the timing seems a bit finicky. maybe make a small video to see? XD
 
We all know that 66B max range allows to do :
66B 8A+B B 2A BE 8A+B B for 93 dmg

I found you can do this combo at all ranges tapping 2 times backdash :
66B 44 8A+B B 2A BE 8A+B B for 93 dmg

So you have a pretty no-skill combo here for 66B :) Timing for the 44~8A+B B is kinda close but not very hard. It can be mastered 100% of the time.

... I wonder if the same thing can be done with CH 214B ... I will try.
EDIT : doesn't work for CH 214B.
I can't check right now, but is the final 8A+B B guaranteed? I thought it could be teched, and that only 2143A:B was a legit follow up to 2A BE?
 
I can't check right now, but is the final 8A+B B guaranteed? I thought it could be teched, and that only 2143A:B was a legit follow up to 2A BE?
8A+BB is guaranteed if the 2A BE leaves the opponent head towards. If you get the head towards knockdown, even JF Twister will whiff (it will connect on opponents with their feet towards you, not ones with their heads towards you). 2A BE guarantees a JF Twister on feet towards knockdowns, or an 8A+BB on head toward knockdowns.

Test these combos a little and you'll see what I mean. 66B, 44~8A+BB, 2A BE, 8A+BB is a legit combo. They can try to tech the last hit, but 8A+BB will catch all tech directions in this situation, so it is guaranteed. If they don't tech, well, relaunch. If I have the meter, I'd just 2A BE again, into another 8A+BB, and see if they've figured out they have to tech yet.
 
Just found in training mode that B+K 62B 44B+K - the last hit will whiff on Viola if you are standing on her left side. Haven't tested against other chars yet.
 
Dunno if this is known but NH 33B 2A BE 236~2BA is guaranteed if there's a wall or RO near opponent.

Not only does it have more RO range than NH 33B umbrella, it allows us to do some nice, easy wall combos :
- NH 33B 2A BE 236~2BA W! JF O for 105 dmg + crap situation for opponent (wall behind him, nice oki, etc...) and depending on the wall splat, angle, tech, or whatever condition, a second JFO is garanteed for 130 dmg.
- high wall splat can happen and very big W! combos can happen but this is situational.
- NH 33B 2A BE 236~2BA W! 2A is fully garanteed for 90 nice damage and nice mix up situation. Depending on the W! opponent can be BT and you can do side/back throws or 33B for another W!
 
Not sure if people know about this one:

1B:B 1B:B 44B+K BE JF Twister x2

Credits to Woahhzz

I think near wall you can do 1B:B 1B:B 44B+K BE 2143B:B, JF Twister x2 but I haven't checked.

It seems that in many combos if you are a few frames too late with the second twister it's always techable to the left side.
 
Not sure if people know about this one:

I think near wall you can do 1B:B 1B:B 44B+K BE 2143B:B, JF Twister x2 but I haven't checked.

It seems that in many combos if you are a few frames too late with the second twister it's always techable to the left side.

I'm able to do that against most characters without being near a wall. Some of the smaller characters, it won't work on.
 
Credit to Obi who found that since week 1 and posted it in the french forum. Thought that was known.
 
Actually, Whoahzz did some testing and any combo involving 2143 B:B always makes the second JF T left side techable.
I need to update punishment on combos on this board for that actually.
 
Back