Dunno if this is the right place, but I felt it was worth mentioning.
I've been playing Mitsu, NM, and Pyrrha casually recently. I was not really fond of the idea of playing anyone else on the roster...
I was messing around today, and I noticed why I was drawn to these characters in particular- it is because of their movement.
These three, they all have really good forward step, back step, side step. Fast, covers a lot of distance.
Pat... His movement works, but I mean... Compared to these three, it's bad.
Pat doesn't have any speed when he moves back or forth, he just sort of slides in and slides out like he's too cool for school or something. The only reliable movement with him I think is side step (which feels the same as anyone else's to me) and forward run (anybody can do that, I think. at least Pat has 66B...)
This is important (at least to me), because after playing guys like RTD and SU (shout out to Human Typhoon for showing me Mitsu's power), I thought I could take less risks and use a turtle/spacing style with an aggro switch, but Patroklos is not really good at turtling, because he moves like a slug, and he has no range.
so, my advice, learn JG, learn GI, setups, any sorts of "hard counters" so you can stay on the offensive no matter what. Abare, abare, abare. Steal the advantage as many times as you can because you need it to live. if you are on the outside and you want to turtle, use 8wayrun, you can use 22K if you want but it is high (yuck). 22B has the range but it's high AND slow...
ed. you could possibly use 33A from 8WR as a whiff punisher/range attack, maybe 33A BE if you were sure you were going to hit (might not be useless after all). I am used to whiffing 66A like it's my job, I have to start testing it.
33B seems like it has the exact same range as 22K. 1 frame slower, unsafe, but... Hm...
You can play keepout for a short time with 66B and 3A but you can't base your entire game off of controlling that space because you pretty much only have those two options and you can become easily predictable.
if they whiff, 66B/3B/run in and mixup.
you are basically going to have to run in if the other guy does not want to whiff or make mistakes. running in puts you at a disadvantage, but as long as you know this you can compensate for it.
Isn't there an actual sequence for his 66B+G Knee Punish? For some reason mashing doesn't seem right to me cause sometimes I get all 7hits and sometimes I don't...
Mash directions and press buttons.
Your opponent can reduce the number of knees by doing the exact same thing (mash directions press buttons).
66B+G is a little better when they tech right or back, so you can hit them with CE. you might not hit all 7 knees but if you hit the CE it doesn't matter.