Patroklos Combo Discussion!

This one requires 1.5 bars and does ~100

66A$, 1B$, AA, 236B$

Not sure if you can air control out of it or not, but just in case you can, and to save 0.5 bars and do 20 less damage, this works:

66A$,1B$,3KK

Honesty, though, I would just use 0.5 bar and do this:

66A$, 2B+K

Does 73 and costs much less.
 
Pat doesn't seem to have any real wall combos outside of 3B.

... That's sort of whack!

Looks like he can get little things here and there, or little extensions that aren't off the wall but are close to the wall.
 
2 bar requirement combo...not really practical but it has good dmg. It also requires that the opponent is near the wall

66B 66B+K 236B$ 1B$ CE
 
Right. To sum things up, normal, no meter:

1A, FC2B - 36 DMG (close/near wall hit only)
3B, 236B - 56 DMG
1B, 66A+B - 67 DMG
66B, 66B+K, 66A+B - 80-82 DMG (depends on timing, 2 pts DMG from hitting the ground)
22B, 3KK, 66A+B - 82 DMG
22K, 2B - 49 DMG (eh...)
11B, BT B+K - 48 DMG
wrA+B 3KK 66A+B - 75 DMG
wrKA 2A+B - 54 DMG

No counterhit combos, I've not been able to study that yet.
 
Near the wall:

3B (W!), 3B(W!), 3B, 2B+K - 78 DMG
wrKA, 66A+B - 65 DMG (does NOT WORK if wrK wallsplats)
A+B, 66A+B - 53-79 DMG (tech right to reduce damage, add 20 pts for fully charged A+B, if A+B wallsplats you get nothing [maybe BT 1B].)
8A+B (W!), 3B(W!), 3B, 2B+K - 80 DMG (wouldn't recommend, but cool points)
66A (W!), 66A+B - 67 DMG
44B+K(W!), 66A+B - 114 DMG
66B+G (7-hit)(W!), 2B+K - 93 DMG
 
Hey Everyone not sure if all the damage is right but this is my list of combos right now. Thought i would share

3B or 33B
236B = {59}
236b$ ={68} ---.5
CE={95}-----1
1b, CE{116} ------1.5 ???????? couldnt do it again

66B or CH 6BBB or CH 1 A+B
66 B+K , 236B= {77}
66 B+K , 236B$= {79}------.5
66 B+K , CE = {96} ------1
66 B+K , 1B$ ,CE = {104} --------1.5

1B or WSK
2B+K = {56}
1B$, 3B= {79} -----.5
1B$ , 236B$ = {93} ---------1
1B$, CE= {110}------1.5

22B,88B or CH 44A
3KK , 3B = {77}
3KK , 66A+B = {80}
CE = {110}--------1

WSA+B
3KK , 66A+B = {67}
CE = {99}--------1

66A$
66A+B = {83}-----.5
1B$, 3B = {101}------1
1B$,CE = {110}------2

A+B or [A+B]
2B+K = {60}

8A+B
AA = {50}
CE = {82}-----1

B+K
CE = {123}----1

77B
Back Turned B+K

22K
3B = {59}
 
Counterhit combos:

6BBB, 66B+K, 66A+B - 100 DMG
(3K)K, 66A+B - 49 DMG (must use delay, use (44K)K for +2 damage)
2A+B, 66A+B - 39-61 DMG (tech right to reduce damage)
44A, BB - 68 DMG (close hit only... I'd rather mixup)
 
44A, BB - 68 DMG (close hit only... I'd rather mixup)

You can connect 236B and CE off it. Thing about comboing with 236B though, is that the frames you get are variable depending on how deep the 44A hits. At close range it's +14 allowing BB and CE to hit. At mid to tip range it's +15 allowing you to combo 236B for like 80 dmg. If you're not feeling confident about hitchecking the range just do BB and CE. How deep you get the +15 also depends on the characters hitbox. For example against NM it's almost impossible to reliably land CH 44A and get +15.
 
Thanks DrakeAldan its been awhile since i played SC and was teching wrong. I cant do it consistently but CH 44A close can set you up for anything 22b can.
 
Hmm, nice setup!

I'm thinking... 3B W! 3B W! 1K, mixup CH 6BBB (66B_B+K if they freeze up) , 66B+G_1A. And you can do whatever you want if they freeze up, really, depends on your read.

3B W! setup into CH 6BBB combo does 161 damage altogether. Compared to the guaranteed 3B setup, that's 83 points more!

Good work man!
 
A few combos and tech stuff I've been experimenting with:

- 66A (BE) 1B (BE) CE *seems to be character dependant*

(Good for small stages if you are confident you can ring out. Looks flashy but not at all worth the meter without ring out).

- WRKA CE
102 damage

- 1B 66A+B
67 damage

- 11B BT G CE
105 damage

CE will catch backward and left tech after 9K for 119 damage
 
After some playing, 22B, 3KK, 66A+B is a max damage combo, but if you use 22B that usually implies quickstep (since I haven't really found a way to do 22_88 moves without stepping). In which case, if you hit the enemy at an odd angle, or 22B hit fails to turn the enemy to the front, 66A+B tends to whiff. That's not good.

22B, 3KK, 3B is probably the best option for consistency.
 
Someone should check this combo out and tell me if its guaranteed for you as well, but its 2 hits and does 126 damage so I kind of doubt it. The input is B+K, CE.
 
Whiffs on Pyrrha. Probably a few other characters too, so it will probably be matchup specific, but if you can hit it, it's great.

Actually, doing some testing, it appears to be deep hit only, if you hit B+K at tip range you'll whiff.


Looking at Pyrrha again, it's because of how she's standing. If you step to her side and do B+K from up close it hits.

This will be pretty situational, but the damage. The damage...
 
Whiffs on Pyrrha. Probably a few other characters too, so it will probably be matchup specific, but if you can hit it, it's great.

Actually, doing some testing, it appears to be deep hit only, if you hit B+K at tip range you'll whiff.


Looking at Pyrrha again, it's because of how she's standing. If you step to her side and do B+K from up close it hits.

This will be pretty situational, but the damage. The damage...

Yeah ... that damage...
 
Came by an interesting find; Depending on the spacing after 3B 236B$ combo ender you can hit 236K but you have to let the full 236 animation to come out. 93 dmg for .5 bar!

Edit: Also this boosts the max dmg from WS A+B combo; WS A+B 236B$ 236K 84 dmg for .5 bar
 
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