Patroklos Q&A/Discussion Thread

Yea I found that if you treat empty jump like a jumping attack it works so much better. Instead of holding G and pressing 7_8_9 you press 9G simultaneously.
Yeah, to get an empty jump you have to let go of G and tap 8G at the right time, which is basically the exact same thing you have to do to get JG but it's less consistent and possibly harder.
 
Yeah, to get an empty jump you have to let go of G and tap 8G at the right time, which is basically the exact same thing you have to do to get JG but it's less consistent and possibly harder.
Yeah it's so hard in fact I have given up trying it on Yoshi's CE. I just 8B that shit. I wish pats 8A wasn't so damn slow so I could jump it and get the back grab like I do with Leixia.
 
Yeah it's so hard in fact I have given up trying it on Yoshi's CE. I just 8B that shit. I wish pats 8A wasn't so damn slow so I could jump it and get the back grab like I do with Leixia.
Why wouldn't you just block Yoshi's CE and 66B WR A+B it ?

Unless it'd burst your guard, in which case you can GI it as long as the first hit doesn't connect immediately.
 
No the 66B punish. I only know Maxi and Leixia frames so when I play Pattycakes I just take a stab at anything that moves lol.
Actually, I'm wrong. I assumed it was -21 like all CEs should be, but it's only -20. 236B BE or WR A+B instead, I guess.
 
Singular B into 66B works a ridiculous amount of the time. The pushback on B, either block or hit, puts you at perfect 66B territory. You catch a lot of people either trying to get back in range or trying to leave yours.

Thought it was worth a post, whether common or not.
 
Singular B into another single B is also quite effective. It can catch a lot of people off guard. I also like 66B into 66B. <3 Spam. I play incredibly pokey I guess with patty cakes. It's so easy to use the same move over and over again. 1K>1K, B>B, 66B>66B.

I love how pat's moves cover each other. 1K gets step and standing guard, B and 1B gets crouching guard, and 66B gets backstep. Nobody can escape the fiery hot JUSTICE. The only real problem is trying to get in other person's face. Patroklos is trolled by spacing.
 
I think I found out why I was having the CE blocked after 66B+G. If they lay on the ground instead of teching and wait until the animation of the CE starts to press block they will block it. It works anytime actually, if you start the CE while they are on the ground and they press block during the animation it makes them suddenly stand up and block it. I think though if they just lay down and let it whiff it puts them at a better advantage. Still, it's nice to know I wasn't completely crazy when they were blocking my CEs after the throw.
 
I think I found out why I was having the CE blocked after 66B+G. If they lay on the ground instead of teching and wait until the animation of the CE starts to press block they will block it. It works anytime actually, if you start the CE while they are on the ground and they press block during the animation it makes them suddenly stand up and block it. I think though if they just lay down and let it whiff it puts them at a better advantage. Still, it's nice to know I wasn't completely crazy when they were blocking my CEs after the throw.
Same thing happens with Ivy's but she'll destroy you a few times.
 
DUUUDE! OH, MY DUDE! SO HAWT! *jizz everywhere*

Anywho. *cough*
11B (turn around by holding the new 6; tech trap: front, back, left->) 66A CE = 157 (66A Clean hit = 165)
You can tech trap right by delaying 66A a bit, but it returns to it's normal +12? on hit. Tech trapping 66A.BE will sometimes mess up, he'll turn around so the second hit whiffs.
You can also combo B, but the second hit'll whiff if you input it. That's actually how I figured the CE connection would work.

You're welcome, Pattycake users. c:
 
5:02. i threw this out a few times and it worked a little bit. too gimmicky or legit?
Legit. Entirely legit. Use sparingly, but it's legit.

66B is -2 on block, CE is i13. Buuuut CE is invincible from frame 11. meaning, to hit you out of it, they have to use a move i13 or less. Of course that doesn't always happen (i18 66AA there) so a lot of the time you win.

Entirely legit frame trap. Juece does it often to me with Ezio, with his -2 2K into CE. Annoying as hell, too.

I really like 44A blocked (another -2) into CE as well.
 
I tried picking up Pat. Seemed like the closest thing I was gonna get to Cassandra :)

My first impressions on day 2 Scrub Pat.

1)slow. For a S&S user, he's the slowest I've ever seen. The problem here is that he doesn't seem to have enough to compensate for his slowness. His AA is fast, but has shit for range. His second hit of BB comes out pretty slow.

2)Damage is kinda Meh. Sure he has some good combos, but the best ones start with 66B it seems, which is predictable because every Pat user uses that shit. It's a great move, no doubt, but it's somewhat slow and linear. Other than 66B combos, I really don't see much else going on for him.

3)Damn boy, you got a short stick there! I feel like his range deserves to be a little bit longer personally. 3A and 66A lunge forward, as well as 66B, other than that he might have a couple more moves at most that cover distance. One that comes to mind is A+B, or 4B (I'm not entirely sure if 4B is a good move or not).

Conclusion: I don't think his damage/range/speed ratios are favorable for him. His good safety doesn't seem to make up for this, IMO. Either he isn't that good of a character, or he just doesn't fit with my playstyle. Keep in mind this is day 2 scrub Pat, so everything I said might be 100% wrong.

These are just my first impressions, it may change once I get better with him. One the other hand, my first impressions of Mitsu was "jesus this guy's good", so I doubt the only reason I rank Pat low is because he's new for me.
 
Moved some stuff around. I noticed we don't really have a general discussion thread for gameplay-related things, so I've made it part of the Q&A topic as well.

1)slow. For a S&S user, he's the slowest I've ever seen.
That's right. Pat isn't as fast as Pyrrha, Natsu, or Leixia. But, he's got safety, frame traps (66B/44A -2, 1B +0), and 1K.

2)Damage is kinda Meh.
His damage is about average. But he tends to get better okizeme than everyone else.

You can really pile on the pressure with Pat, it compensates for his relatively low damage output.

That is to say, low damage output meterless. Pat builds meter much faster than most characters, so it's easy to double your combo damage often.

3)Damn boy, you got a short stick there!
Eh. His range feels about right, any more and he might be broken.

3A, 66A (I don't really like using this at range), 236AB, 66B. That's about it. If you're gonna do 4B, you might as well do 66B. Same amount of risk, but more damage on 66B.


Anyway, lolo likes to call Pat names. So do a lot of other people. Keep working on him, maybe you'll find something you like.

You do have to play Pat differently, his strength is not immediately apparent. Generally, it's "more 1K", "more A+G", and "more rushdown".
 
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