CorrectDefense
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66B+G. Also rotate your analog, I just spin it in a 360.How do you do that throw where he knees you in the face like 10 times? I can't find it in the moves list :|
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66B+G. Also rotate your analog, I just spin it in a 360.How do you do that throw where he knees you in the face like 10 times? I can't find it in the moves list :|
I'm still learning Patroklos, can any summarize all his moves that tracks in this game? He seems to be pretty limited
Thanks for reply. Huh, for some reason I didn't thought using 236B as straight punish, I was only using it as a counter, like when I see enemy starting up attack animation I go WHAM! "Justice says NO to your attack!" lol.His main punish move is 236B. His 2A has short range so it's not of as much use as other characters, but really you want to make sure to be either in their face or far enough away where they have to worry about 66A and 66B. If people spam AA you can duck it and punish with WR A+B -> 3KK -> 3B. Although Natsu might AAB so it's a little trickier to know when to block against her.
Against Nightmare I generally like to block and punish or step if I get the chance. I'm not great at the matchup because I don't play any good Nightmares, against the ones I play I can usually get away with 66B BE when he enters stance and things like that.
I don't use enough 236A to comment on it.
I think Pat's main stem of potentially bad matchups will be those who can zone him out consistently. Otherwise, I honestly think he seems like one of the best close range characters in the game. So on the basis of predicting very few bad matchups, I think Patroklos will most likely find himself in the upper placements in established tier lists. Not top, but certainly somewhere between mid and high.
What are you guys thinking of his meter? I think he's actually got a couple decent ways to spend it.
CE is ok to punish with for big damage, so keeping a bar stocked gives your opponent reason to limit their moves.
66aA+B+K: isn't actually that good imho unless you know it's going to hit. Easy to jG easy to step. You leave yourself open to free damage. That said if you KNOW it's going to hit then you can do it and get a chunk of good damage.
1bA+B+K: Good for combo filler if you have a lot of bar and need that last little bit of damage. I use a lot of 1B and keeping some meter on hand to convert my 1B combo into 1B, 1bA+B+K, CE has won me a handful of games.
236bA+B+K: Makes our punisher safe, in those clutch scenarios where you block something and aren't sure you'll punish and getting 236B blocked could be bad you might use it.
GI: I haven't played with it much but I figure GI would be very solid for pat if 66B lands afterwards.
Just curious what you guys think about each option.
Actually idk its its known but
A+G doesn allow techroll, 236K will beat all rolls force block
66B+G, 3K tech trap. 236K beat all rolls
sick stuff