Patroklos Combo & Tech Trap List

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CorrectDefense

CorrectDefense is back
:sc5sc:NATURAL COMBOS:sc5se:
:A::A: - 24 damage​

:B::B: - 32 damage
:6::B::B: - 22 damage

:3::K::K: - 28 damage

:(2):*:(8)::A::A: - 46 damage

:(4)::K::K: - 36 damage

:(6):*:(3):*:(9)::A+B: - 45 damage

:(6)::B+K: - 35 damage

:1::bA+B+K: - 39 damage / 0.5 meter

:(6):*:(3):*:(9)::aA+B+K: - 51 damage / 0.5 meter

JS :bA+B+K: - 45 damage / 0.5 meter

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:1::A:
  • FC :B: - 36 damage (not at tip range)
  • JS :K: - 51 damage (must be point blank to connect- risky whiff!!)
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:3::B: * :(3)::B:
  • JS :K: - 53 damage (recommended combo)
  • JS :B: - 56 damage
  • JS::B: - 58 damage (Clean Hit 65 damage)
  • JS :bA+B+K:- 65 damage / 0.5 meter (wall carry)
  • JS :bA+B+K: ~:3::B:- 86 damage / 0.5 meter (character specific ZWEI, Astaroth, Tira, Dampierre)
  • JS :bA+B+K: ~ JS :K: - 92 damage / 0.5 meter (only near wall/ring edge)
  • :2::3::6::2::3::6::A+B+K: - 95 damage / 1.0 meter
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:1::B:
  • :3::B: - 49 damage (best oki)
  • :(6)::A::+::B: - 67 damage (damage/killshot)
  • :1::bA+B+K: ~ :2::A: - 67 damage / 0.5 meter (ringouts)
  • :1::bA+B+K: ~ :3::B: - 80 damage / 0.5 meter
  • :1::bA+B+K: ~ :2::3::6::2::3::6::A+B+K: - 110 damage / 1.5 meter (ringouts)
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WR :K:
  • :3::B: - 38 damage
  • JS :K: - 43 damage
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WR :K::A:
  • :3::B: - 52 damage
  • JS :K: - 57 damage
  • :2::3::6::2::3::6::A+B+K: - 102 damage / 1.0 meter
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:A::+::B:
  • :3::B: - 61 damage (only near wall/ring edge boundary)
  • JS :K: - 67 damage (only near wall/ring edge boundary)
  • :1::bA+B+K: ~ :2::3::6::2::3::6::A+B+K: - 143 damage / 2.0 meter (only near wall/ring edge boundary) (Only works on Astaroth, Nightmare, Siegfried, ZWEI, and Voldo.)
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:8::A::+::B:
  • :A::A: - 50 damage
  • :2::3::6::2::3::6::A+B+K: - 82 damage / 1.0 meter (best used for wall carry/ringouts)
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WR :A::+::B:
  • JS :B: - 63 damage
  • JS::B: - 66 damage (Clean Hit 77 damage)
  • JS :bA+B+K: ~ :2::B::+::K: - 78 damage / 0.5 meter
  • :3::K::K: ~ JS :K: - 68 damage [1]
  • :3::K::K: ~ :3::B: - 64 damage [1]
  • :1::bA+B+K: ~ :2::A: - 52 damage / 0.5 meter (ringouts)
  • :1::bA+B+K: ~ :2::3::6::2::3::6::A+B+K: - 74 damage / 1.5 meter (ringouts)
  • :2::3::6::2::3::6::A+B+K: - 99 damage / 1.0 meter
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:B::+::K:
  • :2::3::6::2::3::6::A+B+K: - 123 damage (Clean Hit 137 damage) / 1.0 meter
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:(6)::A:
  • :A::A: - 54 damage (only near ring edge/wall boundary)
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:(6)::B:
  • :(6)::B::+::K: ~ JS :K: - 77 damage (best oki)
  • :(6)::B::+::K: ~ :(6)::A::+::B: - 80 damage (killshot)
  • run-up :B::+::K: - 73 damage (Clean Hit 83 damage) [2]
  • :(6)::B::+::K: ~ JS :bA+B+K: - 80 damage / 0.5 meter (wall carry)
  • :2::3::6::2::3::6::A+B+K: - 109 damage / 1.0 meter [3]
  • :(6)::B::+::K: ~ :2::3::6::2::3::6::A+B+K: - 96 damage / 1.0 meter [4]
---

:(2)::B:
  • :3::B: - 51 damage
  • JS :K: - 58 damage
  • :3::K::K: ~ JS :K: - 75 damage
  • :3::K::K:~:3::B: - 72 damage [5]
  • :2::3::6::2::3::6::A+B+K: - 107 damage / 1.0 meter
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:(1)::B:
  • BT :B::+::K: - 48 damage [6]
  • :G: ~ JS :K: - 62 damage (only near wall/ring edge boundary)
  • :G: ~ JS :B: - 65 damage
  • :G: ~ JS :bA+B+K: - 73 damage
  • :G: ~ :2::3::6::2::3::6::A+B+K: - 103 damage / 1.0 meter ("The Partisan Special" - large reverse ringout range)
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:(2)::K:
  • :3::B: - 57 damage
  • JS :K: - 63 damage
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:(4)::K:~:K: [7]
  • :3::B: - 53 damage
  • JS :K: - 59 damage
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(JS :A:):B:
  • :3::B: - 55 damage
  • :2::3::6::2::3::6::A+B+K: - 103 damage / 1.0 meter
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:(6):*:(3):*:(9)::aA+B+K:
  • :3::B: - 70 damage / 0.5 meter
  • JS :K: - 76 damage / 0.5 meter
  • :1::bA+B+K: ~ :2::A: - 78 damage / 1.0 meter (ringouts)
  • :1::bA+B+K: ~ :2::3::6::2::3::6::A+B+K: - 100 damage / 2.0 meter (ringouts)
---

JS :bA+B+K:
  • :2::B::+::K: - 64 damage / 0.5 meter
  • :2::3::6::2::3::6::K: - 72 damage (Best damage/meter)
  • :(4)::B: - 64 damage (best oki)
  • :B::+::K: - 86 damage (96 damage clean hit) (only near wall/ring edge boundary)
  • :1::bA+B+K: ~ :2::3::6::2::3::6::A+B+K: - 122 damage / 2.0 meter (only near wall/ring edge boundary)
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:A::+::B: (Hold Version)
  • JS :K: - ??? Damage (only near wall/ring edge boundary)
  • :1::bA+B+K: ~ :2::3::6::2::3::6::A+B+K: - 143 damage / 2.0 meter (only near wall/ring edge boundary) (Only works on Astaroth, Nightmare, Siegfried, ZWEI, and Voldo.)
 
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CorrectDefense

CorrectDefense is back
:sc5sc:NATURAL COUNTER COMBOS:sc5se:


:6::B::B::B:
  • :(6)::B::+::K: ~ JS :K: - 95 damage (best oki)
  • :(6)::B+K: ~ JS :bA+B+K: - 95 damage (wall carry) / 0.5 meter
  • :(6)::B::+::K: ~ :(6)::A::+::B: - 99 damage (killshot)
  • run-up :B::+::K: - 88 damage (Clean Hit 98 damage) [2]
  • :(6)::B::+::K: ~ :2::3::6::2::3::6::A+B+K: - 114 damage (ringouts/killshot) / 1.0 meter
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(:3::K:)~:K: or (:(4)::K:)~:K: [8]
  • :3::B: - 35 damage
  • JS :K: - 42 damage
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:2::A::+::B:
  • :3::B: - 46 damage
  • JS :K: - 58 damage (must be close enough to connect)
---

:(4)::A:
  • :B::B: - 67 damage
  • :3::K::K:~:3::B: - 79 damage [9]
  • :3::K::K:~JS :K: - 84 damage [9]
  • JS :B: - 76 damage [9]
  • :2::3::6::2::3::6::A+B+K: - 115 damage / 1.0 meter
 

CorrectDefense

CorrectDefense is back
:sc5sc:WALL COMBOS:sc5se:
:3::B: or :8::A::+::B:
  • W! ~ :3::B: ~ W! ~ :(4): :A: ~ :3::K::K: ~ :2::B::+::K: - 91 damage (right tech 108 damage) [10]
  • W! ~ :3::B: ~ W! ~ :(4): :A: ~ :2::3::6::2::3::6::A+B+K: - 112 damage / 1.0 meter (killshot)
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:(6):*:(3):*:(9)::A: Close Hit
  • W! ~ JS :K: - 53 damage
  • W! ~ JS :B: - 61 damage
  • W! ~ :(6): :A::+::B: - 67 damage
  • W! ~ :3::K::K: ~ JS :K: - 74 damage
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:(6):*:(3):*:(9)::A: Far Hit
  • :3::B: ~ W! ~ :(4): :A: ~ :3::K::K: ~ :2::B::+::K: - 93 damage
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:(2)::A:
  • W! ~ :3::B: ~ W! ~ :(4): :A: ~ :3::K::K: ~ JS :K: - 97 damage [11]
  • W! ~ :3::B: ~ W! ~ :4::B: - 70 damage [12]
  • Back throw - 111 damage [13]
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:(4)::B+K: ~ W!
  • :3::B: - 96 damage
  • :(6)::A+B: - 114 damage
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Right :A+G:*:B+G:
  • W! ~ JS :K: - 89 damage
  • :2::3::6::2::3::6::A+B+K: - 141 damage / 1.0 meter
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:6::6::B::+::G:
  • :3::B: - 57 to 82 damage
  • JS :K: - 62 to 87 damage
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JS :B:
  • :3::B: - 58 damage
  • JS :K: - 63 damage
---

:A::+::B: (Regular Version)

  • :3::B: - ??? damage
  • JS :K: - ??? damage
  • :2::3::6::2::3::6::A+B+K: - 120 Damage
---
:A::+::B: (Hold version)

  • :3::B: - ??? damage
  • JS :K: - ??? damage
  • :2::3::6::2::3::6::A+B+K: - 144 Damage
 
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CorrectDefense

CorrectDefense is back
:sc5sc:TECH TRAPS:sc5se:

:3::B: ~ JS :bA+B+K:
  • :(4)::B: - (FL, OTG) 83 damage / 0.5 meter [14]
---

:9::K:
  • :2::A: - (FLR) 40 damage [16]
  • :2::3::6::2::3::6::A+B+K: - (FBR) 119 damage / 1.0 meter [17]
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:A+B:
  • :(4)::B: - (FLB, OTG) 60 damage [15]
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:(2):*:(8)::A:
  • :3::A: - (FRB) 58 damage [18]
---

:(2):*:(8)::B:
  • :(6)::aA+B+K: - (FLB) 82-84 damage / 0.5 meter
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:(1):*:(7)::B:
  • :(6)::A: ~ :2::3::6::2::3::6::A+B+K: - (FLB) 157-165 damage / 1.0 meter [21]
  • :(6)::A::+::B: - (FLB, OTG) 63-78 damage (possible 93-141 damage with back tech relaunch) [22]
---

:(2):*:(8)::K:
  • :9::K: - (FB) 67 damage [19]
  • :(6)::K: - (ALL) 68 damage [20]
---

JS :bA+B+K:
  • :(6)::A: - (FLB) 76 damage / 0.5 meter [20]
---

:6::6::B+G:
  • :2::K: - (ALL) 54-79 damage [23]
  • :2::A: - (FLR) 52-77 damage [16]
  • :3::K: - (ALL) 58-83 damage
  • JS :B: - (FB) 79-104 damage
  • :2::3::6::2::3::6::A+B+K: - (FBR) 131-156 damage / 1.0 meter
 

DrakeAldan

Follow the rules!
:sc5sc:NOTES:sc5se:
3KK and its followups can be very inconsistent. Recommend you use JS B for maximum reliability.
If you are unsure about using 66B+K at the wall, use this. B+K hits for good damage and is usually more reliable.
Does not work at tip range or off-axis. I would rather use 66B+K, CE.
Normally, I wouldn't recommend 66B, 66B+K, CE, as you're paying 1 bar for 19 damage, and as such it's only worth it if it kills or rings out.

However, sometimes when you land 66B+K you land it late, and it catches the opponent's tech and relaunches them for +18 damage. If you use CE here, you'll get better scaling (1 bar for 34 damage). I usually go for the CE if I get a relaunch (128 damage! Woo!) but it's up to you.
3KK is a little more reliable here. But, JS K likes to whiff if the opponent falls away from you, and whiffing your backflip is really bad. Use 3B for more reliability.
Always BT B+K, even if you think you have the ringout. Hitting them with the move pushes them a teeny bit and that can be the difference between a ringout and nothing.
If you delay the K, the opponent will fall toward you instead of away from you, allowing combo followups. If you do it too fast, you may whiff your followup.
These attacks are delayable attacks- get the first attack blocked or whiffed, then delay the second and catch your opponent with a CH. 44K has a bigger delay window than 3K.
44A gives one more frame of advantage from further out. However, if you are too far out 3KK/JS B will not connect. If you are too close, 3KK and JS B will get blocked, and you can be punished. BB is reliable but not all of it will connect at times due to distance.
Substitute 2B+K for JS K for +4 damage. It is better to use 2B+K most of the time- okizeme off JS K can put you at disadvantage.
Because the opponent is back-turned, using JS K will result in a less risky okizeme situation. 3B can still be used for optimal okizeme.
This is actually a mixup situation. If you throw, you'll get a back throw or right side throw (right side throw being the best possible situation). If you 3B, you get 3B combos. The damage on both accounts is wonderful, if you can actually land 22A near the wall.
Consider yourself at disadvantage when you land the back throw, as it can be very hard to land a followup. You may even end up attacking the wrong way, be careful. Back throws are not guaranteed on Astaroth, Voldo, or ZWEI.
This will sometimes catch back tech. It is generally safe on whiff.
Approximately -1 or 0 on whiff.
Generally safe on whiff.
Ineffective against back techs if you are too close to some opponents.
Catching left tech is possible, but angle dependent.
Must be close enough to connect.
Delayed timing required.
Input 66A by holding back until Patroklos turns around, then pressing A, or holding G and inputting 66A when Patroklos turns around. If the opponent is close enough when they are hit with 66A, you have enough advantage to connect CE.
63 damage OTG.
Sometimes front techs can cause 66A+B to whiff.
If the opponent techs backwards, they may be relaunched. You can follow with 3B (93 damage total) or CE (141 damage total).
May only catch Front and Left on some characters (aPatroklos, Nightmare)
 
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