Match Up Notes and Discussion: Z.W.E.I vs Patroklos

AndyrooSC

IVE WAITED FOR THIS!!!
(This first post will be edited over time with new finds from the discussion below)

Overview of character- :sc5pat1:

Patroklos is a close range fighter, when he is in your face he has access to his mix ups, frame traps and pressure.

General Strategy- :sc5zwe1: vs :sc5pat1:

Out space and whiff punish Pat using back step and push back on your moves to make him have to run back in again.
Your recommended Whiff punishes-
66BA
A+B (easier to input)
22K (66B whiff punisher)
4B BE (quick)

Useful notes-
-Step Left vs Pat (the shield side) to avoid most verticals without a problem mainly 66B.
-Break A more unless back to the ring edge then break B.
-4B doesn't activate Pat's A+B aGI.
-Pat can't punish ZWEIs 66B his AA out of range.
-When Pat blocks B+K, ZWEI is out of his 1K range.
-Pat can only punish 1B no hold with AA, K or CE and if ZWEI actually does 1B) release straight away you will score counter hit into combo if pat tries any of those moves to punish.

Making Space/ Keeping Distance Tools
Close range-

7K-
on block or hit puts a good bit of distance between you and Pat. Combined with a back step he can't hit you with anything except with 66A, if the 7K was tip range then even 66A whiffs. You can mix up that back step with a sidestep left or A+B to hit the run in.

66A+B -
If you can get Pat to block the first hit of 66A+B then he has to JG or GI the second hit. If not he blocks it, gets pushed back and you've created space plus done a decent amount to the guard gauge. However be smart where you do your 66A+B as Pat can aGI the first hit with the A+B glitch for half life if you get to predictable with it. Maybe bait it out and duck with WRB.

Mid Range-
A+B
Tip range A+B can't be punished by Pat and without a CE he can't punish it Mid range either.

4(A)
Use this when you think he is gonna try run in. Doesn't matter if you whiff 4A because you can release EIN to stop the whiff punish and at Mid range Pat hasn't got a quick enough attack to use before EIN comes out.

B+K BE
This can spare you a good 5 seconds to get away for a time out on the final round. Using B+K can delay the time a bit longer or EIN from B+K BE will hit them if they don't know about the EIN coming out.

Long Range-
1(B)
At this range you're safe from all Pats attacks, watch where he is on the screen and go for some max charge 1(B). This will give you a small bit of free meter and keep Pat from running in straight away. You can be whiffing 2A/3K/AA while EIN is on the field for a bit more extra meter.

Punishment-
:A: :A: - He can only use this against you point blank. If you JG first hit you can duck and WRB punish second hit.
:3::A: - its -12 on block so ZWEI cant punish this but you can use that disadvantage for a mix up or guard break attack.
:1::A: - its -17 on block and can be reacted to. Block and punish with 4B BE.
:B: :B: - At range Pat's second hit of BB can whiff. Also its one of the few BBs what can be GI'd between hits. It can be JG'd on reaction as well but your only punish is K.
:6::B: :B: - The second hit of this string is a high so duck and punish with WRB, however if Pat does 6BBB with no delay it will be fast enough to hit you out of WRB. To be on the safe side duck and 4B BE or WRA.
:6::B: :B: :B: - The last hit on block is -16. The second hit of your BB will whiff here so go for 4KB or AA for the same damage but keeps them standing.
:3::B: - Pat's launcher is -16. Close range you can BB, Mid range you can only single B or 4KB. Tip range ZWEI cant punish it.
:1::B: - see section on 1B.
:3::K: :K: - Second kick is a high which can be delayed, punish with WRB.
:2::K: - If you blocked a 2K you can 2A punish and be at +8.
:1::K: - If you guessed right and blocked 1K, punish with 4B BE.
WR:K: - this kick is -18 punish with 4B BE
WR:K: :A: - The second hit of this is -16 on block, punish with 4KB as second hit of BB whiffs.
:A+B: - Pat aGI does Mid Horizontals and Verticals but not kicks or stabs. You can react to this move when you see the crouch and green of the GI, duck and punish with WRB.
:2::A+B: - this move is - 25 on block punish with WRB, or if to late 4B BE.
:8::A+B: - on block this move is -13 so you only get a K punish. Its possible to JG the last hit and Pat will be at -23 and you get a 66BA punish or a 3B if you want to spend meter.
WR:A+B:- Often used to attack off the ground. Its -15 on block, your second B of BB will whiff so go for 4KB or AA.
:B+K: - You don't wanna block many of these as in breaks in 6. If you do block it it's -14 and you can only 6B punish because AA is out of range. Its risky but you can step it to Pats left (the shield side again) or JG it and get a 66A+B punish on him.
:8::B+K: - Any Pat dumb enough to do this move just step it and 66A+B whiff punish.
:(6)::A: - safe on block but you can bait it out and JG it. Its -19 on JG so 3B punish.
:(8):/:(2)::A: :A: - The second hit is a high. Duck and punish with WRB.
:(3)::B: - This move is -12 so no punish but you can try for a mix up or guard break attack.
:(1)::B:- This move is used for sending you behind him into CE for a behind RO. Its -14 on block you can get the 6B chip punish as the second hi of AA doesn't reach or go for a mix up/guard break attack.
:(4)::B: - See 44B section.
:(6)::K: - This Kick is another Mid step kill but -16 on block. Punish with 4KB or AA.
:(1)::K: - This low Pat players like to use from 8WR. Its actually -16 on block so your best punish is WRK which does 18 damage and you're at +6.
:(4)::K: :K: - The second kick can be delayed a little longer than 3KK but is sill a high, punish with WRB.
:(6)::B+K: - This move occasionally used in a attempt to reset. If you block the first hit and wait a small moment for the second hit to whiff you can easily whiff punish with 66A+B.
:2::3::6::A: - This attack is -16 on block and you can BB punish it from any range.
:2::3::6::A: :B: - its the option Pat has to punish you for trying to punish 236A. Bait this out and Step to Pats left(the shield side) and 66A+B it.
:2::3::6::B: - Patroklos shouts "forfeit" when he does this move. Its -20 so punish with A+B.
:2::3::6::K: - This is what Pat uses to punish your roll. Its -18 on block if you guess right punish with 4B BE.
:1::B: :BE: - Not really used outside of combos but if it is used it should be punished hard. On block its -12 so no punish. However on JG its -25 so you get 66BA/3B if you wanna spend meter or 66A if there is W! or ring edge behind them.
:(6)::A: :BE: - I had no idea actually how bad this move is on JG. Its -34 on JG that's a straight 66A+B.
:2::3::6::B: :BE: - Used outside of combo to stop people punishing 236B. The second hit on block is only -5. On JG its -16 so you can 4KB or sidestep left (he shield side) and whiff punish with 22K.
:CE: - Its -20 on block, A+B punish.





Character specific combos/set ups what work on Pat
(Will add later)

Options Pat has after he blocks 214B
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Blocked 1B options
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Blocked 44B options
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  • #3
Just in time Zane. Check the punishment I just did.

So you're right, you can always cancel the backstep with GI lol
and if we are baiting 66A out then its a easy JG

I edited 7K thanks.
 
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you can always cancel the backstep with GI lol
This works
and if we are baiting 66A out then its a easy JG
This doesn't because 66A is a back step punish, you can't JG punishment, unless you mean do 7K and do nothing but wait for 66A then yes you are correct.

Punishment is looking really good though. Also just as a sidenote, be careful about spamming 66A+B against Pat because he can get a glitched aGI for more than half life out of you.
 
  • Thread starter
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  • #5
This works

This doesn't because 66A is a back step punish, you can't JG punishment, unless you mean do 7K and do nothing but wait for 66A then yes you are correct.

Punishment is looking really good though. Also just as a sidenote, be careful about spamming 66A+B against Pat because he can get a glitched aGI for more than half life out of you.
His aGI doesnt work on 66A+B? if i hold it or not?

And yes thats what i meant :P
 
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