Patch

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Author: AsierX

Last revision: 6 Jan at 19:04 UTC

File size: 1.19 MB

On Steam Workshop

Description:

Patch is a fast combo-oriented rushdown/grappler whose main goal is to get in the opponent’s face and score early-percent kills.

PROS:

– Far-reaching recovery
– Good combo game with some strong kill setups
– Strong mobility

CONS:

– Hits like a wet noodle
– Does not know what "range" or "stage control" means

=MECHANICAL OVERVIEW=:

-By hard-pressing a direction while in hitpause, Patch has the ability to give herself a small boost of velocity after hitting an opponent. This functionally lets her hitfall in other directions to continue her combos, but she can only use it once until she goes back into a grounded idle state (running is included).

-Patch can also tie a string between herself and her opponent, which she can pull to give both her and the target momentum towards each other. This string is broken if Patch gets hit by her opponent, or if she uses NSPECIAL to pull it.

=SPECIALS=

NSPECIAL: Patch pulls the string if there exists one. If held down, cancels automatically into DSPECIAL.

FSPECIAL: A large sweeping arc that covers a wide area, but with little damage or knockback. Any enemies hit by this move will have a string attached to them. Can be jump-cancelled on hit

USPECIAL: Patch’s strings lift her up into the air, giving her a strong vertical boost and throwing any nearby enemies into the air. Patch is still able to act after this move, but attempting to use it again without wall-jumping or being hit will cause her to go into pratfall.

DSPECIAL: Patch dashes forward and grabs any enemies directly in front. If this move connects, Patch will jump into the air and slam the target into the ground. Can be jump-cancelled if it DOESN’T hit.

=OTHER=

-All 3 of Patch’s STRONGs are command grabs. Since her damage output is very low, these 3 moves serve the purpose of either scoring KOs (FSTRONG, USTRONG) or racking up damage (DSTRONG). You can use Patch’s directional dash in the middle of these moves for better positioning.

-FAIR, UAIR and BAIR have tipper hitboxes, and are reliable kill moves if used correctly.

-DAIR bounces off of opponents hit by it. This move is especially useful for getting the most distance out of dashing.


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