Skillusionist
[08] Mercenary
The rest of the matches are on my channel too but I didn't wanna crowd up the thread with like 6 vids
Not really a lot ot say here without nitpicking but I do have two major critiques.
The first is the use of 44a. A move that is as under rated as it is deadly. 44a is a funky move on CH. When it lands in close the opponent is left a -14 frames but when landed with some space in between you actually get an extra frame. What is the significance of that? Well I'll get to that in a minute.
Now at close to mid-close range 44a in to bb combos for 67 damage on CH. So you missed out on a lot of free damage trying to land 3b's and 1b's. BUT the real fun is when you land it at mid to mid-tip range and you get that extra frame of advantage. This allows you to land 3kk which continues the stun chain for a free 236k. This lands for about 80ish damage and some very generous meter gain. You can also land 236b BE into 44b (its techable) for around 90ish damage. Or my favorite, if their back is to the wall, hit them with a cheeky 4k, and use the +5 frames on hit to force a mix up. (66b+g into wall splat followed by free 3b or if they anticipate the throw 3b into your wall combo of choice.)
Now this move is VERY tricky to space for two reaons. One it has an awkward push back, you'll slide back and you opponent will kinda spin away from you a bit. But after that you have to learn to identifiy in a span of 1-2 seconds five different ranges of contact.
1st range bb will land
2nd range the first b will land and the second will wiff (sometimes 3kk lands at this range sometimes not...hard to test consistently though ><)
3rd range 3kk with land and not bb
4th range the second hit of 3kk will wiff and you'll loose the crumple stun but 236b (BE) will land
and the 5th range or 'no man's land' where nothing will land at the tippiest of the tip range.
But that brings me to my second point and another under utilized aspect of Pat-tactics... his Guard Crush game. B+K is a move I think every Pat player should make their opponent prove that they can consistently deal with. And this move is especially effective as an oki tool or in the case of the above match a VERY strong grab deterrent. Nothing says "Yeah, try to grab me again or hit me with a high" like a B+K into CE for over half their life bar. But I digress.
Pat has so many nifty guard damaging moves. B+K is not even his strongest GC move. 66B+K can break a guard in 5-6 hits. (If you get your opponents back against a wall the push back of the first hit will be canceled and the flip kick will add more damage to their guard.)
4B is another great tool, its safe, has a TC and deceptive range and guard crushes after only 9 hits. Its high but most people are so scared of 66b they rarely ever duck and I use this move when I land 44a at tippy tip range. And if they don't block it well that's a nice 8 frame advantage.
Another, much faster option is 6k. At i16 its fast, guard crushes in about 14 hits but catches step and like 4B is +8 frames on hit.
One that I don't use as often as I should is 2b+k. Breaks guard in 13 hits. On hit gives +4 frames and leaves me in FC leaving them to guess if its going to be wrA+B or an annoying 2k.... or a grab.
44b guard breaks in 10 hits. Kinda slow but a good and very safe wake up tool. Haven't found many uses for it yet, that and oddly 22b as most people I play tend to duck when I step or counter step with something faster.
But yeah, if you really learn to use 44a and all of its follow ups effectively, then between that and 66b. You'll have an opponent who is reluctant to step and reluctant to duck. Which leaves their guard ripe from the breaking.