Patroklos Pre-Release Discussion

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I saw it get punished ONCE by Pyrrha's 236B, so I'm thinking it either has a weird block stun that people aren't used to or something or they haven't really tried punishing it for whatever reason.
 
I saw it get punished ONCE by Pyrrha's 236B, so I'm thinking it either has a weird block stun that people aren't used to or something or they haven't really tried punishing it for whatever reason.
I am thinking its range specific or something. idk but i will keep a lookout.
 
I saw it get punished ONCE by Pyrrha's 236B, so I'm thinking it either has a weird block stun that people aren't used to or something or they haven't really tried punishing it for whatever reason.

Seems a bit early to really start analyzing whether a character's moves are punishable or not, but it does give us something to talk about. Game is still at least 3 to 4 months away.

At any rate, 236B is punishable on block. Probably not as punishable as Cassandra's was, but most certainly it is punishable.
 
Seems a bit early to really start analyzing whether a character's moves are punishable or not......

At any rate, 236B is punishable on block. ......most certainly...

Too early to analyze it?! Then what are we doing here? Why did the french players even get to play the beta?

What leads you to believe that 236B is most certainly punishable on block. I watched the stream from france and i was looking for just that, and i did not see it. I will admit i may be mistaken, but it does seem like 236B has significant push back and block stun and it seemed like no character was in range with enough positive frames after blocking it to do anything.

I will agree the move most certainly SHOULD be punishable on block, but my aim here is to determine whether or not that is in fact the case because if it is, then thank god. And if not, holy shit.

http://www.youtube.com/watch?v=zwh8SR68zB4&feature=player_embedded

punished in the first round.
 
Pat has some really unimaginative grab animations

I actually kind of like them. They definitely have a more realistic disarming attack over some of the more fanciful grabs animations that other throws have. Rather than being - you know - throws they feel more like natural moves that you would use at close range like Patroklos does.

I spent some time playing the Alexandra sisters through SC2, SC3 and SC4 and it definitely looks and appears like Pat more closely resembles Cassandra's fighting style than Sophitia's. Sophitia doesn't have quite as many evasive elements to her move list compared to Cassandra, or even as many as we've seen Pat have. Many of the unique properties that Pat has on his moves resemble the similar moves that Cassandra has had in the series. Pat's 3B has great range and hits ground, much like Cassandra's. Pat's 236B is very similar to Cass' 236B. While Pat does have Sophitia's 22B+K overhead slash and rising shield and sword attack (44A+B) from SC4 in terms of resemblance, Cass had both of these moves in SC2. Pat's Angel Step more closely resembles Cass' Angel Step and doesn't have the Twin Angel Step that Sophitia has had since Soul Calibur. Heck, Pat's little two-hit knee throw resembles Cass' crouch throw from SC4 where she knees the target into a standing position.

Pat's ground stab tends to resemble both Cass' and Sophitia's, though his is a single stab compared to the other characters. Originally this move belonged to Sophitia in SC1, though. Pat does have Sophitia's 33B and I'm certain it has similar command in SC5 as well. He also has a very similar 236AB of Cass'. His lunging stab with aGI properties bears some similarities to 66A+B from Sophitia's, though hers lacks the aGI properties he has on his attack.

As far as his AA and BB are concerned, they don't really resemble any of the other family members. However, the lack of range on his AA is somewhat similar to Cassandra's BB. Though Cassandra makes up for this with a forward step on the second B (bring her closer to her target). Cassandra's AA lacks some range (Sophitia has a better reaching AA) though its the second hit of her AA that has less range than her first, whereas Pat's is his first A.

Like Cassandra, Pat shows a lot of evasive movement built in on many of his moves. Cassandra had attacks like B+KB, 4AB, 66A, 8A+BK, 236AB, 236B, 33KA+K. Pat seems to have similar attacks, a mid horizontal with a tech crouch, a leaping kick followed by a horizontal mid. His 236B and 236AB both share similar elements to Cass' when it comes to evasion. And we haven't seen everything that Pat can do or could do. Even assuming the move lists in SC5 are as small as those in SC4, there's still a ton of moves that Pat has we haven't seen. At best, we've seen about 15 to 20, and Cassandra is SC4 has close to 40+. So there's bound to be quite a few cool moves in Pat's arsenal we have yet to see.
 

YOYOYO,

Since i like Patroklos somehow i went ahead and translated Keysonas review, since he was the best french playing him...

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His Critical Edge:

"I'll show you the price of justice!"

Comparing to the other characters, Patros CE is a bit above average. Its easy to land after multiple Moves (3B, 66B+K, 11B, 33B etc) and it also catches people in Tech jumps. Its good damage, but the damage reduces in combos due to damage scaling. Also it ROs and has some decent pushback.

See the RO here:


How he feels in general:

His appearance is quite stylish and reminds one of a noble family. He taunts a lot and is pretty arrogant not only in a visuell way but also in what he says:

236B = "Forfeit"
236:B= "Just shut up"
3B= "ready?"
Taunting= "Hmm...whats wrong?"

His gameplay differs the most from the general style of the Alexandra family.
He is more the aggresive type of character instead of the char who spaces and turtles, which is more the style of Sophie/Cass.

He has well balanced moves to punish and break turtlers, for example with invisible lows and command throws + his good mids. He has really good step - like most of the chars- but his dash looks like the best in the game.

Positive suprises:

As already mentioned he has good tools in general and its good to se that his style differs from the one of the rest of the family.

-His 236B is really strong, Tech Crouch, fast, big pushback, Ring Outs, gives a Wallsplat with followups and has a safe Brave Edge Version
-In general his 236 Stance has a super tech crouch
- His critical edge in general
-He has good invisible lows:
1K is fast, unseeable, but unsafe
11K is TC and a bit slower, but also safer...can be punished by his and Pyrrhas 236B
2K has a TC and good range, maybe even a super TC....


His pokes:

-3A is a safe mid TC
-11A is a mid antistep which spins the opponent to him even on CH
-3KK is a Mid High Kick, both kicks delayable
-6BBB are all mids which can be extremely delayed, combo on CH and hit comfirmable
Huge Combo: ch 6BBB~66B+K followed by 236B, 223B BE or CE

See the combo here:


-His 9K looks aso excellent, a bit like Hildes in SC4, its a mid and give KND
-His throws loog also good:
His 3 Throws give a good wakeup game (2 normals throws, 1 command throw)
Throw from the right gives a good RO
Backthrow ROs to the front or gives Wakeup

- His 66A is the best when it comes to range, its a mid antistep. Can be followed up with a BE which is Mid and Blockstun, KND and give stun on CH...im sure there is a combo....but without the brave edge im not sure if its save.

-11B gives a reversal RO, is mid but unsafe (Its like Sophies 11B in SC4)

-A+B Auto GI counters all mids, probably safe and gives the possibility to charge it + probably has a TJ

Negativ suprises:

- He is relatively slow with his basics like AA and BB
- A lot of unsafe Moves
-lack of powerful moves

What could be somehow "broken":

- The pushback of his 236B
- The BE followup of 66A
- his good lows

Those are the best aspects which i remember

Maybe there are some errors ans mistakes given we couldnt test everything perfectly.

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Thats it from Keysona...has anybody a link to the Auto GI???
greets, doc.

 
His gameplay differs the most from the general style of the Alexandra family.
He is more the aggresive type of character instead of the char who spaces and turtles, which is more the style of Sophie/Cass.

He has well balanced moves to punish and break turtlers, for example with invisible lows and command throws + his good mids. He has really good step - like most of the chars- but his dash looks like the best in the game.

Positive suprises:

As already mentioned he has good tools in general and its good to se that his style differs from the one of the rest of the family.

-His 236B is really strong, Tech Crouch, fast, big pushback, Ring Outs, gives a Wallsplat with followups and has a safe Brave Edge Version
-In general his 236 Stance has a super tech crouch
- His critical edge in general
-He has good invisible lows:
1K is fast, unseeable, but unsafe
11K is TC and a bit slower, but also safer...can be punished by his and Pyrrhas 236B
2K has a TC and good range, maybe even a super TC....

His pokes:

-3A is a safe mid TC
-11A is a mid antistep which spins the opponent to him even on CH
-3KK is a Mid High Kick, both kicks delayable
-6BBB are all mids which can be extremely delayed, combo on CH and hit comfirmable
Huge Combo: ch 6BBB~66B+K followed by 236B, 223B BE or CE

-His 9K looks aso excellent, a bit like Hildes in SC4, its a mid and give KND
-His throws loog also good:
His 3 Throws give a good wakeup game (2 normals throws, 1 command throw)
Throw from the right gives a good RO
Backthrow ROs to the front or gives Wakeup

- His 66A is the best when it comes to range, its a mid antistep. Can be followed up with a BE which is Mid and Blockstun, KND and give stun on CH...im sure there is a combo....but without the brave edge im not sure if its save.

-11B gives a reversal RO, is mid but unsafe (Its like Sophies 11B in SC4)

-A+B Auto GI counters all mids, probably safe and gives the possibility to charge it + probably has a TJ


OMFG

This is my dream character...
 
So many slow moves. Need to see a greater variety of move usage beyond 5 or 6 moves. Oh well, at least its in direct-feed HD.
 

Mitsurugi looks like he has scary good pokes. That 6B8 (I think it is) takes a chunk, though that might because of the CH, it seems like CHs do more damage now. Good stuff Saitoh

In the video it looked like Pat needed a CH in order for that mid or low stab to combo into flip kick, but instead, he may get really good oki. Not sure if that 1A tech catches or not
 
Too early to analyze it?! Then what are we doing here? Why did the french players even get to play the beta?

What leads you to believe that 236B is most certainly punishable on block. I watched the stream from france and i was looking for just that, and i did not see it. I will admit i may be mistaken, but it does seem like 236B has significant push back and block stun and it seemed like no character was in range with enough positive frames after blocking it to do anything.

I will agree the move most certainly SHOULD be punishable on block, but my aim here is to determine whether or not that is in fact the case because if it is, then thank god. And if not, holy shit.

Sounds like my kind of move Bill =P
 
The flip (66B+K) doesn't look like it'll combo from anything but 6BBB NCc or the mid stab. The toe stab stun is too short for it.

But that's okay! Because Pat's got a lot of ways to lead into his CE. And, I dunno, I think his oki is rather weak right now. 1K is about the only decent low so far, everything else is telegraphed like crazy. But he might have some more we haven't seen yet.
 
nahh you don't know, it's all about nightmare, watch I bet the story of this new SC will be about that gay dude that was just released seeking a much more powerful and sicker version of Nightmare to destroy him and make his whore mother Sophitia proud and fuck aunt Cassandra as a reward
What the fuck is wrong with you?
 
Nice vids. Love WS K,A.

EDIT: I don't think 22B is safe, but if it is, its short range and the fact that it hits high are probably enough shortcomings to make it safe.

Also love that combo, 22B, 3KK, 3B looks good. Might be able to fit the other BE from Pat in there, though. Instead of 3B the little low-mid hitting gut punch is BE-able for an additional 2 hits (see the most recent TGS trailer where it can pick up crumple stunned opponents).
 
Great Patroklos, Trace. Looks like 6BBB is mid-high-mid as I thought, some french player said it was mid-mid-mid, which would make it a very good string since each hit is delayable, but not so much if you can duck the second hit. It's probably counter-hit confirmable, though. It'd be nice if it forced standing on normal hit, the second hit was whiffing after the first hit. It also looks like his fastest mid is 6B and it may tie with his AA as his fastest attack.

22B looks safe, but it is a linear high. Still, it's going to be nice having a power-high attack in this game where mid aGIs will be common due to the GI costing meter. It's even crazier because he also has strong mids and lows.

Moves seem to do more damage on grounded intend of less like it is in SCIV. They really seem to be encouraging getting up this time around, since you also get meter for ukemiing.

The flip (66B+K) doesn't look like it'll combo from anything but 6BBB NCc or the mid stab. The toe stab stun is too short for it.

But that's okay! Because Pat's got a lot of ways to lead into his CE. And, I dunno, I think his oki is rather weak right now. 1K is about the only decent low so far, everything else is telegraphed like crazy. But he might have some more we haven't seen yet.

His oki should be strong... when he gets CH on those stabs he gets a combo, but on NH the pickup kick comes barely too late. I can just tell by the timing of the ukemi that tech traps are possible.

During his other knockdowns like after his throws they can't seem to roll away from either 1K or 3B. In other situations where they decide stay grounded, rolling 3B appears to be possible but I haven't seen anyone roll away from 1K yet, ever. This results in a very strong mixup. Normally, the fact that a low like a 2K will hit all rolls is no big deal because if they stand up and take the low kick standing, you've just put yourself at a disadvantageous position. But 1K is positive on hit AND it hits rolls and play-dead. They're forced to block it or take a nice chunk of damage. Then Pat has 3B to hit wake-up-crouch while being pretty safe from whiffing it in case they stay on the ground. He has options to cover everything, and that defines good oki.

1K is his only decent low? Thats more decent lows than the vast majority of characters in SCIV. You only really need one good low, especially one like 1K that hits grounded and has good range. Besides, that low stab does not appear to be telegraphed especially when you mix it up with the mid stab; they come at like the same timing only have subtle differences in animation. His 2K also seems to TC early and throughout the animation. Also, his throws are excellent, he doesn't even need a great low, so idk what you're complaining about.

Any chance we can a list of some his moves and their inputs?
 
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