Alpha Patroklos Combo Discussion

If i remember correctly also 2B+K Umbrella is combo against the big hitboxes with tech trap included. You should check it though, havent played the dude since a while. Too ugly.
 
If i remember correctly also 2B+K Umbrella is combo against the big hitboxes with tech trap included. You should check it though, havent played the dude since a while. Too ugly.


Nice Docvizzo ! Thanks for your contribution.

And don't rage against Alpha !

A Raziel find :
Against BT opponent :
CH 33B 214~3B:B 8A+BB 2A BE JFT = 111dmg is garanteed against all characters.

135 if they tech.
140 if 2A BE is clean hit
144 if JFT is clean hit
150 if both is clean hit.

-------------------------------------

Some combo video stuff :
- 214B+G 236~2BA W! is garanteed at a VERY specific angle in corner maps against big characters for 140-160dmg wall combo. Otherwise, it can be teched right side IIRC. It is very hard to do (to get the angle right), and probably inconsistant but flashy as hell if you can get it.
- A+G 8A+BB 2A BE 236~2BA W! or ring out is garanteed at a VERY speicific angle in most maps (round maps works better).

Some semi usefull stuff :
B+K 62B 44B+K JFT is garanteed against all characters if wall / edge of the ring is near.
Even if B+K 62B 33A+B doesn't W! although you may need big hitbox to get the range right.

Oh well, who uses B+K anyway?
 
135 if they tech.
140 if 2A BE is clean hit
144 if JFT is clean hit
150 if both is clean hit.

I've found that it's pretty incorrect and I'm not really sure why that dmg comes up in training mode. I've never seen a second twister actually give 35 dmg on CH + opponent tech in a combo [that isn't JFT ~ JFT] in matches. Also if you set the counter hit to Random, it doesn't give 35 dmg anymore but gives the typical amount (say, 14). A weird and dream-crushing training mode error.
 
I've found that it's pretty incorrect and I'm not really sure why that dmg comes up in training mode. I've never seen a second twister actually give 35 dmg on CH + opponent tech in a combo [that isn't JFT ~ JFT] in matches. Also if you set the counter hit to Random, it doesn't give 35 dmg anymore but gives the typical amount (say, 14). A weird and dream-crushing training mode error.

Yes it's really weird.
I garantee you that I got 135 dmg though. Multiples times. I don't remember the set up for the techs (left ?).
I believe Raziel got 135dmg too since he didn't correct me and he found the combo.

Anyway, it is still a very good combo for at least 111dmg.

If someone can test that before I do, it would be most appreciated (I can't atm, I will be able tomorrow probably).
 
Yes it's really weird.
I garantee you that I got 135 dmg though. Multiples times. I don't remember the set up for the techs (left ?).
I believe Raziel got 135dmg too since he didn't correct me and he found the combo.

Anyway, it is still a very good combo for at least 111dmg.

If someone can test that before I do, it would be most appreciated (I can't atm, I will be able tomorrow probably).

Okay, so I tested this in training and it does give that result. But I tried in a VS match against CPU NM and it didn't work. It was pretty hard to get BT CH 33B (the only time I got it I had no meter lol) so I tried RoH A and then 33B (it still gives the same 35 to the second twister if the opponent tries to ukemi in training mode).
 
These should all be known by now but I'm posting them just for the convenience of being able to laugh at aPat's damage without having to do the combos yourself.
33B → JFT | 55
33B → 1A: A: A | 73
33B → 2A BE → JFT | 85

CH 33B → JFT → JFT | 94
CH 33B → 2143B:B → Twister | 86
CH 33B → 2143B:B → JFT | 91
CH 33B → 2A BE → JFT | 91
CH 33B → 2143B:B BE → 8A+BB → JFT | 103
CH 33B → 2143B:B → JFT → JFT | 108

3B → JFT | 55
3B → 2A BE → JFT | 85

2143A+B → 2363B → 2143B:B → JFT | 96
2143A+B → 2363B → 2143B:B → twister → JFT | 107
2143A+B → 2363B → 2143B:B → JFT → JFT | 111

1B:B → 2A BE → JFT | 85
1B:B → 2143B:B → JFT | 86
1B:B → JFT → JFT | 87
1B:B → 2143B:B → JFT → JFT | 102
1B:B → 1B:B → 2143B:B → JFT → JFT | 112
1B:B → 1B:B → 44B+K BE → 2143B:B BE → CE | 132 ALL OF THE METER

BT B+K:B → 1A: A: A | 89
BT B+K:B → 2A BE → JFT | 98

iagB → iagB → 2A BE → 2362BA | 123
iagB → iagB → JFT | 101

214B+G → JFT | 74
214B+G → JFT → JFT | 103

Slide K → JFT | 58
Slide K → 2362BA | 55

CH 6K → 8A+BB → JFT | 49
CH 6K → 8A+BB → 2A BE → 2362BA | 64

CH WR B → 8A+BB → JFT | 53
CH WR B → 8A+BB → 2A BE → 2362BA | 67
CH WR B → JFT (grounded hit) | 44
CH WR B → JFT (standing hit) | 57
CH WR B → JFT → JFT | 80

11B → JFT | 60
11B → 1A: A: A | 76
11B → iagB → CE → JFT | 88
11B → 2A BE → JFT | 89
11B → iagB → JFT | 84

2A BE → JFT | 69

A+G → 8A+BB → JFT | 63
A+G → 8A+BB → 2A BE → JFT | 93

2363A+B → 2362BA | 64
2363A+B → JFT | 71

CH 11A → JFT | 56

44B → JFT | 59

2A+B → JFT | 54

A+B4 → JFT | 51
A+B4 → 2A BE → JFT | 81

A+B2 → 1A: A: A | 59
A+B2 → 1B:B → JFT | 67
A+B2 → B+K62B33A+B | 78
A+B2 → 66B → 8A+BB → JFT | 80
A+B2 → B+K62B44B+K | 86
A+B2 → 3B → iagB → JFT | 87
A+B2 → 2143A+B → 2363B → JFT | 87
A+B2 → iagB → 2363A+B | 87
A+B2 → iagB → JFT | 89
A+B2 → 66B → 8A+BB → 2A BE → 2362BA | 93
A+B2 → iagB → 8A+BB → JFT | 95
A+B2 → iagB → 6 → 2A BE → 2362BA | 103
A+B2 → 2143A+B → 2363B → JFT → JFT | 105
A+B2 → iagB → 8A+BB → 2A BE → JFT | 109
 
I wonder if anyone's managed to get the aGI up to even l4 in a serious match. The one aGI that got better with just impacts and now that they're gone it's a bit more useless. :(
 
I wonder if anyone's managed to get the aGI up to even l4 in a serious match. The one aGI that got better with just impacts and now that they're gone it's a bit more useless. :(
It's one of the better aGIs in the game, but is unfortunately overshadowed by JG into conventional punishment. It's excellent against Viola because it's only -9 to -11 on JG depending on the timing of the aGI in addition to being only a 35-frame long animation, which means whiffing A+B is less dangerous than whiffing 2A, surprisingly.
 
ag:B ~ ag:B ~ 2362BA is a combo for 100 dmg without clean hit (just 1 less that twister and 3 more than 44B+K). No need to spend meter for a wall hit.
 
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Didn't run into that. It gets everyone just as they hit the ground, never earlier (although I do have a problematic pad so maybe I didn't buffer properly).
 
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