Alpha Patroklos matchups discussion

Ivy, how to play against? Her move that dodges makes 66B, 33B etc, whiff. Many of her moves pushback a ton. Must Alpha just guard in order to succeed?
 
how does alpha fair against algol? ugh algol's a pain in the ass for me now why is algol even a playable char anyway....
 
I'm not the foremost successful APat player but I'm definitely starting to understand Soul Calibur as a game the last two months much better. With Algols in mind, I think stepping and ducking his highs/blocking his low sweeps(not the kick that can lead into fireball), and punishing appropriately(Twister~) are your best bets at success. Also using A+B GI to deflect his balls is gangster and makes them stop using it as a spacing tool, especially when the ball came back to hit them in the face. (⌐■_■)

He must be on point with his block punishment. =/
Now I could just go through the list of unsafe moves she has, but I feel like you know a select number of her moves worth learning to punish and the right APat moves to punish with. SO, what are they good sir? Educate me!
 
I'm not the foremost successful APat player but I'm definitely starting to understand Soul Calibur as a game the last two months much better. With Algols in mind, I think stepping and ducking his highs/blocking his low sweeps(not the kick that can lead into fireball), and punishing appropriately(Twister~) are your best bets at success. Also using A+B GI to deflect his balls is gangster and makes them stop using it as a spacing tool, especially when the ball came back to hit them in the face. (⌐■_■)


Now I could just go through the list of unsafe moves she has, but I feel like you know a select number of her moves worth learning to punish and the right APat moves to punish with. SO, what are they good sir? Educate me!

Hey Ryan.
http://8wayrun.com/threads/alpha-patroklos-punishment.11610/

This has a complete breakdown of her move set. Ivy is a monster if you let her control the tempo. Other than that your at a huge advantage.
You have:
Better and easier throws
Better Lows
Better mix up potential

Pressure and punish is the key with her. JGing or aGIing her BE is essential. Don't let her push you out. Sidestep at a distance and approach with your 33B ( Whore it out actually) 4K or the 6A_ mind game to cover space (6A, Throw _6A, 1AAA finally 6AA CH combo).

Her wake up/ground game is monstrous. They love to spam 1B 2A+B and 2K to set you up for the big throws so prepare to live with your soul gauge in the red. LOL. 2A and JF Twister are your friends if you anticipate appropriately for 1B and 2K respectively.

For specific help:


[A]- FC3A+B or JF Twister depending on your reflexes
AA- FC3A+B or JF Twister depending on your reflexes
6AK- FC3A+B or JF Twister depending on your reflexes
6[A]- Twister or 44B+K BE
3[A]- 44B+K BE Step Left ~step cancel 214~3A+B
1A- Twister
WR [A]- 44B+K BE / Twister

44B+K BE or step it right ~step cancel 214~3A+B
bK- 44B+K BE or Twister
6B8- 44B+K BE
6B8K- JF Twister
62_8- 44B+K BE or 214~3A+B if you’re at close or Mid range on block b/c 214~3A+B reaches far and completely safe and mid to tip range
1B BE- JG 44 B+K BE or you can Step right ~step cancel 214~3A+B
214B- Twister or 44B+K BE
FC 1B- AA safer or Twister if your fast
FC 1[B-] Twister
FC 1B- 44B+K BE or 236~3B combo
Jump B – 44B+K BE

6KB- Interrupt with Twister
1K- 236~3B combo or Twister

A+BA- 8A+B B or 1K or 8B take your pick
1A+B- 2A or Twister
8A+B- Twister or 44B+K
8A+BB Twister or 44B+K BE
8A+B- 214~3A+B range dependant or 236~3B
4A+B- Twister 236~3B or 214~3A+B
4A+BB- you can Step ~step cancel 214~3A+B
7B+K- 214~3A+B or 236~3B
WR A+BB – You can duck the last hit into FC3A+B or use aGI the second
WR B+K - Twister
3A+BB- A+B

66[A] – 44B+K or A+B on the send attack
11_77A - 236~3B or Twister depending on the distance
44[A]- 214~3A+B or 236~3B depending on the distance
66B BE- JG then 44B+K BE or A+B
22_88B BE- JG then 44B+K BE or A+B

22_88- AA or Twister
44BB- JG then 44B+K BE or A+B
44BBB- 44B+K BE
22_88K- 236~3B
44K- FC K or JF Twister lol OTG
44A+B- 44B+K BE or Twister
44B+KB- Twister or 44B+K BE or A+B
 
Sorry missed the :
(B)- 44B+K BE or step it right ~step cancel 214~3A+B
22_88(B) - AA or Twister
 
Final Ivy note Ryan:


Just remember:
On wake up don’t get up too fast. If you have a choice between getting hit with 2A+B and a 100 dmg throw then stay down. When she has meter be careful not to tech immediately especially holding or pressing G b/c the CE is GUARANTEED!! Mix it up. Rise cautiously using FCA and 214~2K as the centerpiece to regaining control. The former leads to mix-ups and the latter leads to a frame trap. Try to step to side opposed to Ivy’s sword. I love to close range with 8 A+B A (CH hunting lol). Maxou taught me a little visual clue/ trick that’s awesome for her:

All moves where the sword folds are punishable on NH besides BE of course.

Note: I've never read Synraii's Ivy guide so there may be differences. Make your own choices.
 
Vs. Viola. What to do after her 6B+K at mid range? You can't punish that on reaction, and if you hit her (blocked or not) the ball hits you.
 
Vs. Viola. What to do after her 6B+K at mid range? You can't punish that on reaction, and if you hit her (blocked or not) the ball hits you.
You can aGI 6B+K with A+B. The followup attack for the early charge levels will usually whiff but you're still at advantage afterwards. Establish early on that you have a way of dealing with her orb shenanigans (especially blocked 44A BE) and you'll make the match a lot harder for any Viola player.
 
You can aGI 6B+K with A+B. The followup attack for the early charge levels will usually whiff but you're still at advantage afterwards. Establish early on that you have a way of dealing with her orb shenanigans (especially blocked 44A BE) and you'll make the match a lot harder for any Viola player.

I tried this strategy. Viola reacts by attacking (from close or mid range) after 6B+K making aGI-ing her ball (or her move, or CHing her move) difficult. She can also cancel 6B+K. Seems she has the upper hand in risk-reward if you let her 6B+K at all. The worst part is that 6B+K tracks until it appears, so you can't simply sidestep.
 
This is way too risky actually.
Against Viola, you need good zoning, and correct spacing.
Punishment needs to be done effectively too.
 
OK I'm still having trouble against Viola. What exactly is the correct spacing? Outside her 44A range?

I've been using A+B against her 8A+B and 44ABE with some success. But the main problem is still 6B+K.
 
I can't find ZWEI frame data, and he's the character that's giving me the hardest time. I have trouble getting close, and I don't know what's punishable. I know to duck his 66BA, but that's about it. Is his A+B punishable?
 
Against Zwei, biggest problem is to deal with BE wolf setups. It nets insane amounts of damage.
Yes, A+B can be punished, and it's a good thing to do so. Attacking at disadvantage to prevent BE wolf setups is a correct strategy to adopt against him.
236~3B and correct zoning takes care of his other tools.

I find my guard bar blinking red a lot against him though. Be careful when you are blinking red so that you don't make mistakes. Don't be afraid to have your guard broken (use GI if need be). The dangerous damage, and dangerous setups are all with BE/CE, BE/CE he won't always have so you can somewhat limit the damage he can deal when he breaks your guard.
 
His A+B is -16 on block....so thats a free 44B+K BE for alpha. The move serves no purpose should be more safer.....not -16 zzzzzz
 
Back