Alpha Patroklos Combo Discussion

It seems like the B+K series kind of lost their meaning no?
Apart from the wall combo's it can lead to I think he has a lot of better options.
Its still 82 clean damage which logically isn't bad at all but still ...
 
I can't seem to find a real use for the B+K series of combos either, maybe out of Guard Crushes but that's about it. It'd be awesome if there was a move you could actually hit confirm with.
 
You could do it after CH 4A or after 4K against people unable to shake stuns but now ...
Even after 1B:B 1B:B you have better options now against people who can't shake it.
 
I'm honestly wondering if they're going to patch this game, and if they do i'm really worried for aPat. He certainly won't get buffed, and the idea that he's going to get nerfed makes sense. The concern though is that they'll just kicked twister in the teeth(because it's basically the go to move for EVERYTHING you do) and not compensate his moveset.

Pointless worrying aside has anyone messed around with his unblockable much yet? I haven't found any good uses, setups, or follow ups. Seems basically useless, but I'm all ears if anyone has found some good tech with it.
 
Hey I'm new to Soul Calibur, can someone tell me basically how to get Twister or "Umbrella" consistantly? and also how to do agB as well?
 
Hey everyone I haven't played SC in forever but this game has reinvigorated me. Here's a combo I'm having fun with opening with the horizontal slash from his jump move and i haven't seen up yet. It also can work well against some characters as a semi-frame trap if they block the jumping A. Happy lab time everyone!

(forgive my notation its been awhile)

8A+B A , BT B(Just)B , bA (or end with twister)
93 Damage

Or sexier version with 2 jumps and a brave edge:

8A+B A, BT B(Just)B, 2A(BE), 8A+B B, 2143 aB
114 Damage

Edit: Forgot damage sorry. :)
 
Hey everyone I haven't played SC in forever but this game has reinvigorated me. Here's a combo I'm having fun with opening with the horizontal slash from his jump move and i haven't seen up yet. It also can work well against some characters as a semi-frame trap if they block the jumping A. Happy lab time everyone!

(forgive my notation its been awhile)

8A+B A , BT B(Just)B , bA (or end with twister)
93 Damage

Or sexier version with 2 jumps and a brave edge:

8A+B A, BT B(Just)B, 2A(BE), 8A+B B, 2143 aB
114 Damage

Edit: Forgot damage sorry. :)

hey BT B+K is not guaranteed after 8A+BA, so its not a combo. Sorry! :P also against some chars the 8A+BB can be teched after 2A BE....but not too many!
 
Yea I started to test this out against more characters and it was hard to hit. It feels like a "link" of sorts between the jumping A and the back turn attack part. Sometimes I was managing to hit it near 10 times in a row though, so I'm unsure why it's "not guaranteed." I believe you, as I'm not big on SC tech but could you explain? It just feels like a classic street fighter link, where If I hit the BT B+K(Just)B too soon or too late it won't work, but if I hit it at just the right time I'm able to nail it multiple times.

Still figuring out the system, thanks.
 
Yea I started to test this out against more characters and it was hard to hit. It feels like a "link" of sorts between the jumping A and the back turn attack part. Sometimes I was managing to hit it near 10 times in a row though, so I'm unsure why it's "not guaranteed." I believe you, as I'm not big on SC tech but could you explain? It just feels like a classic street fighter link, where If I hit the BT B+K(Just)B too soon or too late it won't work, but if I hit it at just the right time I'm able to nail it multiple times.

Still figuring out the system, thanks.

You are doing something wrong then. 8A+BA does not give enough + Frames on Hit to guarantee anything.

what you need to do is:

Set first Action to normal, set second action to BLOCK ALL.

BT B+K is i15, so impact after 15 Frames. If you record 8A+BB and immediately do A, he will do BT A, which is i14..and even that doesnt hit. So no way to land that guaranteed.

Or just record your opponent to do 8A+BA then immediately A and you will see you can always block it.
 
Yea see that's the thing I'm confused about. I understand frame data and setting up All Block, pre-recorded moves and all that good stuff, I'm a heavy street fighter 4 player. I realize it shouldn't have the +frames needed but the system still counts it as a 4 hit "combo." I'm guessing that the combo detection is lenient in this game then? Calling certain things combos because they were "just fast enough" when they don't follow the normal definition of a combo as we know it. I'll have to experiment with the system through game play cause the numbers and what people say seem to be skewed apart quite a bit.

EDIT: OK I've figured it out. The spin time on 8A+BA is char specific. Try stuff out on Xiba. 8A+BA , A works just fine, among other things, like the combo listed previously. I set all ukemi and All guards up, seems like he just spins longer than most when hit by that. I'll check other characters as well. Unless you can tech out of spins in this game? still seems super reaction heavy to shake the spin in an eight of a second...
 
Is there a possibility that is depends on the position they are in when they are hit bit 8A+BA? I haven't checked anything but it could be something like the sc4 99K jf umbrella being a combo while 66K wasn't.
Still I seriously doubt that anything would connect after 8A+BA ...
 
EDIT: OK I've figured it out. The spin time on 8A+BA is char specific. Try stuff out on Xiba. 8A+BA , A works just fine, among other things, like the combo listed previously. I set all ukemi and All guards up, seems like he just spins longer than most when hit by that. I'll check other characters as well. Unless you can tech out of spins in this game? still seems super reaction heavy to shake the spin in an eight of a second...

Huge props to you for this find! You are right...Xiba somehow can not block the followup. This might be a bug, since i dont remember that frames ever were Char dependent....indeed Xiba can not Block BT B+K or BT A when you hit 8A+BA from mid-close range.

It seems you can not shake. Very weird....need to find out all chars where this works....

Sorry if i doubted your statement, ive tested against many chars, but not Xiba!
 
Yea wow, sorry for all this confusion guys... it truly is character specific to Xiba. I tested it really quick on the cast. The only others you can hit the 8A+BA, A on are Xiba, Natsu, and Aeon, but the BT follow up ONLY works on Xiba. I got it to work ONCE on maxi, but never again, so it must have been some kind of positioning fluke. Welp... have fun beasting on Xiba with some tech specific to him only lol. And yea docvizzo sorry about all this I should have picked a different sparring partner sooner when I saw the frames didn't add up hehe.

At the very least though we can take away that if you hit with that A+BA, the BT B+K(Just)B is going to be a tech trap or heavy block pressure. Also if they block the guard breaking hit its a free CE so basically if you hit 8A+BA, you get a free CE. Prolly obvious, but maybe not considered much.:)

Edit: LOL Xiba is actually really messed up. I've been fooling around and there's just a bunch of weird stuff that works on him. like after hitting 2A BE in a combo he can ONLY Ukemi to the right to escape the 8A+BB follow up, everywhere else he gets hit. The rest of the cast can tech right OR backwards to escape it. I know that one sounds pretty specific, but it's funny, this dude must just have a funky hitbox.
 
That said i'm pretty sure the 8A+BB followup after the 2ABE in your second combo can be teched, unless xiba gets the shaft there too.
 
Im pretty sure 8A+BB catches all tech after a 66B 8A+BB 2A BE....i tested this dozens of time...if they tech you can do 236aB Slide to catch tech etc...this doesnt work on all 2A BEs, but very consistent after 66B. Against Xiba it also works after 66B...there is no escape to this...

Also after 8A+BA on Hit opponent can still step the second hit of BT B+K:B...so be carefull with this! So mix up with throws etc..
 
Back
Top Bottom