Patroklos Q&A/Discussion Thread

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...
 
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.
 
My question was is there an actual sequence?
There's not a special input, just mash them.

What I do is put my thumb in the center of my d-pad and roll it around so I get a bunch of circles. Doesn't matter which way, as long as you get as many inputs as possible.
 
Yo any tips against people who play heavy keep out? I have a buddy who play an extremely effective keep out game and I have a hard time getting in with pat.
 
So, what BE's are worth using with pat? I like using 66A BE for players who can't JG it, but against better players they punish it after JG. I feel like 1B BE is only good for combos, and 236B BE can be stepped on the second hit (I think), so it's only worth using as a punisher or in combos. Should I just save meter for GI or CE? I hate sitting on two bars of meter for like half the match and not using it at all.

And also, What do you guys use to kill step? I like 66A, but it is pretty slow. Thankfully it's safe.
 
66A BE is decent if you KNOW you are gonna hit it, 1B BE is worthless imo, not even worth the meter and 236B BE is decent for making 236B safe. I've never seen the second hit stepped so I dunno about that. Pat + GI is amazing and so's his CE for punishing and combo ending. He makes meter so quickly, you should always use it where you can.

Kill step with 44A at close range or 3A at mid range or, as you say, 66A at a distance. They are just what I use anyway, there may be better options.
 
thank god scrubs online don't know (he he). But I do want to get better and against better players they will punish it. Oh well. Who needs BE when you have 1K, 1B, and 66B
 
I only ever really use his BE on 236B BE and CE. 66A BE is good, but kinda slow.. Same goes for 1B BE, but you can get that guaranteed. Launcher 236B BE 236K near a wall is so strong.
 
I feel like Pat's block punishing is sub par at best, but then again he is offensive orientated. Jeez I absolutely hate fighting against players who constantly retreat. Not backstep, just walking backwards forever. This is especially annoying on endless stages. How do you guys deal with this tactic? When I dash forward and attack, I either whiff because of Pat's range, or they block it and then continue running away. Then I usually just get pissed off and run up and try to grab, which somewhat helps. What do you guys think?
 
If you've got a life lead, just let them. They'll start playing eventually.

If you don't have a life lead, run-up guard. When you are running towards an opponent you are at a disadvantage, it's highly likely that you'll get counter-hit when you run in to attack. Enemies like this usually have some kind of trap ready for you when you run in, so run in and then use a defensive maneuver instead.

If you're fighting the type of person that won't hit you when you run in, just run up and A+G. The oki from that should give you enough of a life lead to discourage avoiding the fight.
 
So, I tried out your suggestions, and they did help a bit. I still really hate fighting against these players though. More annoying than Mitsu 4B, for me at least. Thanks all!
 
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