<?xml version="1.0"?>
<rss version="2.0"><channel><title>Potemkin Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/25-potemkin/</link><description>Potemkin Latest Topics</description><language>en</language><item><title>[+R] Potemkin Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/6530-r-potemkin-gameplay-discussion/</link><description><![CDATA[
<p>Hey everybody! I started this new thread to discuss +R potemkin, since we don't have a thread and no one wants to discuss this lovely huggable character.</p><p>
I'm not sure exactly where I want to go with this, so the organization might be a little whack. Apologies if you have trouble finding shit. I want to go over the basic changes to Potemkin in +R, and what this means in respect to his gameplay. I understand that explaining these changes will take a basic understanding of how Potemkin worked in AC, so I'll do my best to establish context. </p><p>
</p><p>
In the long run, I might update a rough guide to Potemkin in general, although I'm sure a lot of what I say will have been covered somewhere else, oh this forum or otherwise.</p><p>
</p><p>
So, for now, <em><strong>this is not a guide on how to play</strong></em>, but rather my attempt to explain Potemkin's game and what +R means for it, both from a technical and overall gameplan perspective.</p><p>
</p><p><span style="text-decoration:underline;">
</span><strong><span style="text-decoration:underline;">Potemkin Overview</span></strong></p><p>
</p><p>
In GGXXAC, Potemkin was regarded as one of the better/best characters in the cast. He's about as fast as mud, so he used the threat of BIG normals and specials to either slowly advance or halt enemy approaches. </p><p>
</p><p>
As the grappler of the game, Potemkin had massive damage, the ability to easily combo into a knockdown, and the mixup to open people up and keep them honest. Defensively, Potemkin had a large hittable box, but his great backdash and command throw worked well with GG's innate blocking mechanics, making him a defensive powerhouse as well. He also took hits like nobody's business, with all that health. </p><p>
</p><p>
His weaknesses were that he could be zoned and pressured in ways that denied him his defensive and neutral options, leading to several poor matchups (Testa/Eddie come to mind. Sure, they beat lots of people, but Potemkin in particular has a rough time with those compared to what he normally could do). Nothing that was unwinnable though.</p><p>
</p><p>
</p><p>
</p><p><span style="text-decoration:underline;">
</span><strong><span style="text-decoration:underline;">--------------+R Changes-----------------------------</span></strong></p><p>
</p><p>
From here on, I'm going to start mentioning more specific things, like Potemkin's moves and such. If you need help, you can look it up in old threads or<a href="" rel="external nofollow"> on the Dustloop AC wiki,</a> or ask here if you can't find it.</p><p>
A list of Potemkin +R changes can be more or less found <a href="" rel="external nofollow">right here</a>.</p><p>
</p><p>
I believe that overall these changes are a nerf. +R potemkin has lower damage, and is not as safe as he used to be. He also is more meter hungry and more reliant on the corner to gain greater reward. Most of the nerfs are either direct damage nerfs or just removal of "silly" things that Potemkin could get away with and easily convert off of, but don't affect his gameplan in itself. Most of his normals and specials still do what they used to, outside of combos.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Normals:</strong></span></p><p>
</p><p>
<strong>5P</strong> now has increased untechable time. This makes it better for combos (5P now combos into 2S, 2H, heat, and APB easily on air hit now) and makes it a bit easier and more rewarding to confirm off antiair 5P (it happens, sometimes). Outside of combos, usage unchanged.</p><p>
</p><p>
<strong>2P</strong> now prorates and hits low, as well as not cancelling into itself. This is mostly just to reduce Potemkin's reward off of it (not like 2P 2K 2D ever did much anyways) and to make 5P Potemkin's only self-chainable normal. </p><p>
</p><p>
<strong>5K and 2K</strong> now prorate 90%, like most other character's fast low options. This is just a straight up hit to Pot's damage. 10% loss of damage from reliable low starters might be sad, but hey, at least Pot has em (sup, Tager). Usage is the same. They standing/think they're gonna jump/holding up on wakeup? Tell them NO, POTEMKIN says SIDDOWN.</p><p>
</p><p>
<strong>6K</strong> now deals more damage but loses the 2H gatling in exchange for a 2D one. It's also now throw invul frames 1-15, instead of frames ?-? like it was before. This is mostly a reward reduction, losing Potemkin the meterless heat followup he used to get, although he keeps his knockdown. It's also more reliable for stuffing throws now. Bigger combos are unchanged (giganter, hammerfall, etc) and usage is essentially the same.</p><p>
</p><p>
<strong>2S</strong> is 1f faster, making it slightly better and letting you combo it off of 5P. Otherwise, nothing of note. </p><p>
</p><p>
<strong>6H</strong> changes are big. Before, it was this huge normal that had a +50% dizzy modifier. Random 6H CHs or backdash tags could get you a dizzy and just win you the round. Now, it is .75x modifier, but a combo tool. 6H wallbounces, allowing for followups (megafist, heat in the corner, hammerfall (hard)). It's also the reliable followup to Slide Head FRC. It prorates 50% so that 6H starter doesn't just lead to death in the corner. Guess they wanted to hit Pot damage here too. Thanks to Circ for the tip.</p><p>
</p><p>
<strong>2D</strong> forced prorate 80%, level 4-&gt;3. This means less damage after a sweep, especially off a K starter (5K/2K/6K all prorate), as well as it being less safe on block. However, it is now special cancellable! This is a great buff for Potemkin, giving him the option to HF in and continue pressure. Previously, Potemkin would have to commit to either HF(B) or 2D to check them low. Now, he can check low and keep going! In addition, this allows for some combos like 2D Heat Knuckle on Faust (maybe some others?) and 2D HFB FRC 5K etc. A better move and seeing a lot more usage in blockstrings after the special cancel.</p><p>
</p><p>
<strong>j.K and 5D</strong> are no longer special cancellable/slower, respectively. No real effect. No one got hit by 5D and no one special cancelled j.K, so it might even be a buff.</p><p>
</p><p>
<strong>j.S</strong> is slower, has 60f untech on air CH, and plummets 25f on air hit. Lost special cancel, but that's a buff if anything like with j.K. The big part here is the plummet. With it, Potemkin gained a new slew of air combos (peak of jump j.S, fall with them, low j.H, land, ground combo). This move enables Potemkin's rejump combos and lets him get big damage off of launchers (2H HFB, 2H FRC, j.S CH).</p><p>
</p><p>
<strong>j.D</strong> untech time 16f-40f. This makes it the safe knockdown option for ending air combos (stuff, j.S -&gt; j.D) when Potemkin just needs that one hit or the opponent is too low or something.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Specials</strong></span></p><p>
</p><p>
<strong>Slide Head (236S)</strong> is the most noticeable of the "silly" thing removals. It's lost its OTG knockdown, instead gaining an FRC and the groundbounce property. This means that when you randomly/skillfully slidehead someone, you can no longer HFB, 5K pickup. Instead, you must expend meter to FRC it, then follow up with 2S (if you're in range) or 6H. This makes slidehead meterless deal no damage, and instead only grants you the knockdown without all the damage/meter that Pot gained in AC. In addition, Slidehead no longer is invul except for the feet frames 1-16, but above the knee invul instead, making it less likely for slidehead to low profile things and lead to reward as it did before (antiair slidehead the gawd).</p><p>
</p><p>
<strong>Mega Fist (236P/214P)</strong> now knocks down. This is mostly a buff, as it gives Potemkin new combo paths into Megafist, as well as increasing the reward off of megafist. Forward megafist (236P) also gained an FRC point way before it comes out, but is also highly unsafe on block now. This lets potemkin do mixups/block out of a poor megafist, but also gets him punished for his mistakes.</p><p>
</p><p>
<strong>Hammerfall ([4]6H)</strong> is now slower to come out at long range, and lower level. It has less recovery, making it about as unsafe as it always was (horribly so). However, the FRC point has been delayed to AFTER the active frames (meaning there's a frame where you're not armored), and with the attack level down, the move is no longer as absurdly plus as it was in AC on FRC. It's still very plus though. The untechable time has been increased from 18f to 22f, meaning combos off of it are still readily possible even with the delayed FRC, although the nerfed GB- means less damage.</p><p>
</p><p>
<strong>Hammerfall Break (P during HF)</strong> has gotten its own FRC point from frames 3-10. This essentially is a ghetto 25 meter RC off of special cancellable normals, in the vein of Millia's 236S FRC. It's good for about anything you can think up for it and is a great tool in Potemkin's arsenal.</p><p>
</p><p>
<strong>Potemkin Buster (632146P)</strong> This is a big one. Potemkin Buster no longer possesses its FRC point, but deals more damage up front. In the corner (and with great effort midscreen on some, I guess), it's possible to link afterwards for great damage, even with the GB- increased. This is one of the changes that made Potemkin's game more corner-based. Potemkin can no longer get an easy oki and more damage for 25 meter, or MASSIVE DEATH for 75 midscreen. It also throws farther, giving him a bit less momentum after the buster, but more corner carry! It's still the core of Pot's game and usage is mostly unchanged.</p><p>
</p><p>
<strong>Heat Knuckle (623H) and Extend (63214H during HK)</strong> have been changed to increase Potemkin's corner carry/reward at the expense of his midscreen game. Extend is now always untechable, making it always a good ender. However, you may want to consider it using out of corner, now: Heat Knuckle's massive (dumb) meter gain has been shifted to extend, meaning that Potemkin can't gain infinite meter off of midscreen oki into stuff into heat knuckle until they die (bye giganter loops midscreen (does anyone still do those?!)). Instead, you'll want to get your meter and blast them to the corner, where you are far scarier. If you really need that next mixup over the meter/damage that extend provides, you may of course still have your midscreen knockdown. Heat Knuckle also can be FRCed on whiff, if you got the meter.</p><p>
</p><p>
<strong>Judge Gauntlet (63214D)</strong>, Pot's first FB, now has an option to cancel in 4f by hitting P during the charge. I suppose this could act as a poor man's HFB (it's 20f if you do it fastest possible) and it's a decent gimmick (gaunt, P, buster). Otherwise, this move retains most of its properties from AC...aka it's not really that great.</p><p>
</p><p>
<strong>Aerial Potemkin Buster (j.632146D)</strong>, on the other hand, is now a big part of Potemkin's combo game. With the increased untech time, added FRC point, and the changes to Pot's combos, it is now a solid and common metered path in tons of Potemkin's combos. It is easy to combo into and out of it in the corner, and midscreen, APB has PB's old FRC point, letting you get midscreen damage and knockdown in exchange for meter. Outside of combos, it's used how it was before (don't).</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>--------Changes to Gameplay------------------------------</strong></span></p><p>
</p><p>
Besides having less reward, Potemkin's gameplay is mostly the safe on defense and neutral, just less randomly profitable. I'd like to use this space to jot down some notes on pressure and combos though.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Pressure</strong></span></p><p>
With the new changes to 2D, Potemkin can HFB AFTER he checks the opponent crouch blocking, thus commanding an entire new layer of respect he didn't have before. In addition, with 5P's untech time increased, he can catch jumping player with 5PPP and still confirm knockdown.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Combos</strong></span></p><p>
Potemkin's combos from the old games are mostly still here, but AC+R sees different optimal combos- some of Potemkin's flashier combos are in the air now. In addition, HFB FRC lets Potemkin do links he couldn't before. Note that as before most places with heat can be subbed for 2H HPB. I'm not really optimizing here.</p><p>
</p><p>
<strong>Slidehead Combos</strong></p><p>
With the slidehead changes, Potemkin must FRC unless he's point blank to pick up after slidehead's groundbounce. </p><p>
If close, he could do </p><p>
<em>Slidehead FRC 2S Heat.</em></p><p>
</p><p>
Otherwise,</p><p>
<em>Slidehead FRC 6H...</em></p><p><em>
...........236P (knockdown.)</em></p><p><em>
...........HF (can FRC to followup, moves you towards corner big time)</em></p><p><em>
...........Heat (only if close to corner).</em></p><p>
</p><p>
<strong>2D combos</strong></p><p>
2D is special cancellable! This leads to new combos, such as:</p><p>
<em>Gatling, 2D -&gt; Heat Knuckle (Some characters, FA)</em></p><p><em>
Gatling, 2D -&gt; HFB FRC 5K/2K/whatever, combo into HPB or Heat</em></p><p>
</p><p>
<strong>Air combos</strong></p><p>
There's way too many air combos to list that I've seen, and I'm sure they're pretty hard/character specific, but the premise is that with the new j.S, Potemkin can launch and still get knockdown after an air combo.</p><p>
</p><p>
A basic combo would be:</p><p>
<em>5K 2S 2H HFB j.P j.K dj.K j.S j.D</em></p><p>
</p><p>
Something more advanced would be:</p><p>
<em>5K 2S 2H HFB j.P j.K dj.K j.S j.H land 6P/2S heat extend</em> No delay between j.S and j.H! Guess Potemkin's just a big boy.</p><p>
</p><p>
These new combos grant more damage, corner carry/knockdown, and keep you on top of your opponent, which Extend might not do normally midscreen after 5K 2S 2H.</p><p>
</p><p>
In addition, air combos can be extended or made easier via 2H FRC (also burst bait! :3c).</p><p>
</p><p>
<strong>New Buster Combos</strong></p><p>
</p><p>
Off of ground buster, midscreen, Potemkin can no longer combo reliably. However, on some wide hitboxes, such as Anji, he can do</p><p>
<em>PB 5S 2S Heat</em>.</p><p>
</p><p>
In the corner, Potemkin gains tons of options. The basic would be</p><p>
<em>Corner: PB 5K 2S Heat</em></p><p>
</p><p>
However, he could also use 5P, c.5S, or on some characters, straight 2H. His followup gatling can have more or less normals depending on character/timing. I don't know optimal combos.</p><p>
</p><p>
Air Potbuster now also is used in combos. It grants big corner carry and damage. </p><p>
A basic setup would be the same one used in AC:</p><p>
<em>Near Corner: Gatling 2H HFB j.P j.K TK7 APB, stuff (depends on GB at this point).</em></p><p>
</p><p>
In addition, 2H FRC can be used to set it up with much less proration:</p><p>
<em>Stuff 2H FRC sj.APB</em></p><p>
</p><p>
Midscreen, APB can be followed up with FRC or f.5S on some characters for more damage/closer knockdown.</p><p>
</p><p>
In the corner, APB can be looped, like it was in AC. However, the combo seems to be easier now and I see more people doing it.</p><p>
<em>Corner: Stuff APB 5P/c.5S APB, stuff etc.</em></p><p>
</p><p>
Even Potemkin buster can lead into it. Just sub in a PB for the first APB in any combo:</p><p>
<em>Corner: PB 5P/c.5S APB BIG DAMAGE</em></p><p>
</p><p>
Potemkin gets a lot of big meterless damage and even bigger metered damage in or near the corner in +R!</p><p>
</p><p>
For what I've written today:</p><p>
Potemkin is less gimmicky and less rewarding in +R. However, his strengths as a character still shine. His reward returns to its old glory near the corner, and his defense is as good as it was before. Special cancellable sweep and new FRCs make Potemkin a much more solid character during pressure, especially with his new hard-to-earn meter.</p><p>
</p><p>
I think I'm done for now. I don't know what to write next/if anyone even wants me to, but if anyone has any improvements, suggestions, I'm listening! I did this because I thought the Pot forums were too quiet, and I love this character and this game too much for that. I'll probably update, and definitely will if someone wants me to.</p><p>
</p><p>
So please, if you have any comments/request/anything, I'll be here. Thanks for reading!</p>
]]></description><guid isPermaLink="false">6530</guid><pubDate>Wed, 10 Jul 2013 21:24:27 +0000</pubDate></item><item><title>[+R] Potemkin Combo Discussion</title><link>https://www.forums.dustloop.com/forums/topic/6632-r-potemkin-combo-discussion/</link><description><![CDATA[
<p>A lot of AC combos still work, so when in doubt just autopilot 2S &gt; Heat.</p><p>
</p><p>
<strong>SUPER SICK AIR COMBOS</strong></p><p>
It's all weight/height dependent, so you'll have to do some experimenting to know what to do in any given situation.</p><p>
</p><p>
<strong>A.B.A</strong>: c.S &gt; 2S &gt; 2H &gt; Hammerfall Break, j.P &gt; j.K &gt; jc.K &gt; j.S &gt; j.H |&gt; c.S &gt; 2H &gt; Heat Knuckle (187 / 196)</p><p>
</p><p><div style="margin-left:{option}px">Press your Ps and Ks quickly, slightly delay the j.H. She falls really fast so it's pretty easy!</div></p><p></p><p>
</p><p>
<strong>Axl</strong>: c.S &gt; 2S &gt; 2H &gt; Hammerfall Break, j.P &gt; j.K &gt; jc.K &gt; j.S &gt; j.H |&gt; ????</p><p>
</p><p><div style="margin-left:{option}px">Delay the first j.P until he's in his vertical falling animation. Do the rest quickly until the H. Also, Axl is REALLY easy to followup on APB with - just do f.S &gt; 2S &gt; Heat. Great damage and way easier than falling j.H stuff.</div></p><p></p><p>
</p><p>
<strong>SUPER SICK GROUND COMBOS</strong></p><p>
</p><p>
... 2D &gt; Hammerfall Break FRC, 5K &gt; c.S &gt; 2S &gt; Heat.</p><p>
</p><p><div style="margin-left:{option}px">Hope you like hitting buttons!</div></p><p></p>
]]></description><guid isPermaLink="false">6632</guid><pubDate>Wed, 14 Aug 2013 14:36:38 +0000</pubDate></item><item><title>Method of learing IB - punishment</title><link>https://www.forums.dustloop.com/forums/topic/8079-method-of-learing-ib-punishment/</link><description><![CDATA[
<p>As a potemkin player, i realized that IB is essential to leveling up on my way with him. But i haven't found a effective way of training it. I try start with record some easy-to-see move like Sol's BB, or Slayer's Mappa ... etc, and some basic Ky's blockstring ( In order to improve my reaction, too ). But after about 2 weeks of hell training, i still sucks @@, still eating these move, or successfull in IBing, but forgot to PB. I wanna ask you what is your method of this kind of training?</p><p>
Ty all, all will be appreciated</p>
]]></description><guid isPermaLink="false">8079</guid><pubDate>Fri, 27 Dec 2013 07:08:42 +0000</pubDate></item><item><title>Potemkin Player Skype Chat</title><link>https://www.forums.dustloop.com/forums/topic/6845-potemkin-player-skype-chat/</link><description><![CDATA[
<p>Got a small Potemkin Skype group going. If you'd like to be invited, just reply with your Skype username or go ahead and add me as a contact. Skype name is Circuitous.</p><p>
</p><p>
Things I hope to achieve with this group:</p><p>
</p><ul><li>Combo and tech discussion,<br></li><li>Matchup analysis,<br></li><li>cooperation on Wiki editing efforts<br></li><li>Socialization<br></li></ul><p></p><p>
So yeah, if you're interested let me know.</p>
]]></description><guid isPermaLink="false">6845</guid><pubDate>Tue, 10 Sep 2013 08:58:31 +0000</pubDate></item><item><title>ACCENT CORE General Discussion</title><link>https://www.forums.dustloop.com/forums/topic/62-accent-core-general-discussion/</link><description><![CDATA[
<p>Super duper fun time Potemkin Accent Core changes!</p><p>
</p><p>
New voice samples! "Jaduja Ganuretto"</p><p>
</p><p>
<strong>Force Break Attacks:</strong></p><p>
Aerial Potemkin Buster (632146D)</p><p>
Judge Gauntlet (63214D?) (seems to have MUCH faster recovery?)</p><p>
</p><p>
<strong>FRCs:</strong></p><p>
Potemkin Buster FRC (allows midscreen combos)</p><p>
</p><p>
<strong>Property Changes:</strong></p><p>
cr.S pulls in on hit/block.</p><p>
Longer Pot Buster Recovery (must frc for combos now)</p><p>
6HS a Level 6 Move (Brand new level of move!)</p><p>
You can juggle off an OTGed opponent from Slide Head</p><p>
j.S ground bounces on CH</p><p>
FDB now knocks opponent to wall on CH.</p><p>
Heat now drops opponent in place, Extend pushes them back in exchange for more damage.</p><p>
Although this isn't entirely new, Potemkin's Aegis Reflector works like Urien's now, unblockables and stuff! Yay!  If you do a Giganter then slide head on a downed character, they have to reversal out of it or take garunteed damage, and even certain reversals will get hit by the shield.</p><p>
</p><p>
<strong>Combos:</strong></p><p>
2S -&gt; 2HS Possible</p><p>
2HS -&gt; Giganter Possible</p><p>
Megafist and K launch from Slide Head OTG State, 2S possible after both.</p><p>
Air Pot Buster doesn't cancel from any air attacks, so you have to JC into it if you're in an air combo?</p><p>
You can combo midscreen on all? characters with Pot Buster FRC, you can no longer combo after Pot Buster in corner.</p><p>
Aerial Pot Buster allows you to combo if you are facing the corner.</p><p>
FOR BETTER COMBOS GO TO PAGE 16 OF THIS THREAD, POSCRUB LISTS A SHITLOAD OF COMBOS FOR YOUR ENJOYMENT.</p><p>
</p><p>
<strong>AC Movelist</strong></p><p>
<span>Specials</span></p><p>
236P - Megafist (F)</p><p>
214P - Megafist (B)</p><p>
236S - Slide Head</p><p>
63214S - F.D.B.</p><p>
[4], 6H - Hammerfall</p><p>
-- P During Hammerfall - Hammerfall Break</p><p>
632146P - Potemkin Buster</p><p>
623H - Heat</p><p>
-- 63214H During Heat - Heat Extend</p><p>
<span>Force Breaks</span></p><p>
63214D - Judge Gauntlet</p><p>
632146D - Aerial Potemkin Buster</p><p>
<span>Overdrives</span></p><p>
632146H - Giganter</p><p>
-- 4123641236P During Giganter - Giganter Bullet</p><p>
236236S - Heavenly Potemkin Buster</p>
]]></description><guid isPermaLink="false">62</guid><pubDate>Fri, 29 Dec 2006 03:27:20 +0000</pubDate></item><item><title>ACCENT CORE Potemkin Combos</title><link>https://www.forums.dustloop.com/forums/topic/185-accent-core-potemkin-combos/</link><description><![CDATA[
<p>This thread is going to be woefully incomplete for a while so please help me out in collection the many Potemkin target combos we can. I'd like to keep the list fairly small, basically just the stuff you'd actually want to use in a match.</p><p>
</p><p>
If you want the thread with information about SLASH Potemkin combos, go <a href="" rel="external nofollow">here</a></p><p>
</p><p>
</p><p>
General notation:</p><p>
CH - Counterhit</p><p>
FD - Faultless Defense</p><p>
(2S) - Optional attack (probably depends on distance and weight)</p><p>
<em>(Close)</em> - Setup required for combo</p><p>
f.S - Far Slash (as opposed to c.S, close slash)</p><p>
... - Continue into some other fitting combo</p><p>
[9] - Hold direction/button</p><p>
]9[ - Release direction/button</p><p>
jc.P - Jump Cancel into j.P</p><p>
sjc.S - Superjump Cancel into j.S</p><p>
|&gt; - Land on the Ground</p><p>
S 2H - Gattling from S to 2H</p><p>
S &gt; jc.P - Jump cancel the S, into a jumping P.</p><p>
2S, 5H - Just Frame from 2S to 5H (no Cancel)</p><p>
P* K - 0 or more P followed by a K</p><p>
j.S/H - Either j.S or j.H</p><p>
Heat(1) RC - Cancel the first hit into an RC</p><p>
, - A link or a pause... not a direct gattling or cancel.</p><p>
</p><p>
(Near Corner) - In the general vicinity of the Corner</p><p>
(Close Corner) - Very close to the corner, but not deep into it</p><p>
(Corner) - Deep into the corner</p><p>
(50%) - Tension requirement for this combo. 50% means you need half a bar of tension, 100% means you need full.</p><p>
</p><p>
HF - Hammerfall ( [4] 6H )</p><p>
Giganter+B - Extend Bullet on Giganter super (632146HS 4123641236P)</p><p>
APB - Air Potemkin Buster (j.632146D)</p><p>
PB - Potemkin Buster (632146P)</p><p>
HPB - Heavenly Potemkin Buster (236236S)</p><p>
JG - Judge Gauntlet (63214H)</p><p>
Heat - Heat Knuckle (623H)</p><p>
Heat Extend - (623H, 63214H)</p><p>
</p><p>
</p><p>
<strong>The Wonderful World of Potemkin Combos</strong></p><p>
</p><p>
<strong>Ground Mid-Screen Combos</strong></p><p>
n/a</p><p>
</p><p>
<strong>Hammerfall</strong></p><p>
n/a</p><p>
</p><p>
<strong>CH 2H</strong></p><p>
n/a</p><p>
</p><p>
<strong>6P/6K</strong></p><p>
CH 6P Heat</p><p>
<em>(50%)</em> 6P Giganter+B, Wallbounce...</p><p>
</p><p>
6K 2H Heat</p><p>
6K 2H HPB</p><p>
</p><p>
</p><p>
<strong>Dust Combos</strong></p><p>
D &gt; 9 FD j.S/j.H (Impossible Dust) |&gt; (S) Heat</p><p>
<em>(25%)</em> D &gt; [9] j.H jc.H jc.APB</p><p>
<em>(25%)</em> D &gt; [9] j.H jc.H jc.S P K P K P K jc.APB</p><p>
</p><p>
</p><p>
<strong>Judge Gauntlet Combos</strong></p><p>
JG RC, 6H</p><p>
JG RC, 2S Heat</p><p>
</p><p>
</p><p>
<strong>Throw FRC Combos</strong></p><p>
<em>(25%)</em> Throw FRC, 2S Heat</p><p>
<em>(75%)</em> Throw FRC, 2S 2H HPB</p><p>
<em>(75%, Into Corner)</em> Throw FRC, 6P &gt; jc7 APB |&gt; P S &gt; jc.9 APB</p><p>
</p><p>
</p><p>
<strong>Potemkin Buster Combos</strong></p><p>
<em>(25%, Mid)</em> PB FRC, 2S Heat</p><p>
<em>(25%, Mid, Dizzy)</em> PB FRC, f.S 2S Heat</p><p>
<em>(75%)</em> PB FRC, 2S 2H HPB</p><p>
</p><p>
<em>(25%, Corner)</em> PB FRC, 2HS Heat</p><p>
<em>(75%, Corner)</em> PB FRC, HS Giganter, 2HS Heat</p><p>
<em>(100%, Corner)</em> PB FRC, HS Giganter, 6HS Hammerfall FRC, Heat</p><p>
</p><p>
</p><p>
<strong>Slide Head Combos</strong></p><p>
Slide Head, Hammerfall Break, K (S) 2S Heat</p><p>
<em>(50%)</em> Slide Head, Hammerfall Break, K 2S 2H HPB</p><p>
</p><p>
</p><p>
<strong>Wallbounce Combos</strong></p><p>
<em>(Light Weights)</em> ... &gt; Heat</p><p>
... &gt; H Heat</p><p>
<em>(25%)</em> ... 6P &gt; jc.APB</p><p>
<em>(50%)</em> ... &gt; HS Giganter+B, Wallbounce...</p><p>
<em>(50%)</em> ... &gt; (K) (S) 2H HPB</p><p>
<em>(50%)</em> ... &gt; 6P Giganter/Heat</p><p>
<em>(Off standalone Giganter+B)</em> ... &gt; K S Heat</p>
]]></description><guid isPermaLink="false">185</guid><pubDate>Fri, 14 Sep 2007 15:22:52 +0000</pubDate></item><item><title>ACCENT CORE + R LOKETEST INFORMATION</title><link>https://www.forums.dustloop.com/forums/topic/5034-accent-core-r-loketest-information/</link><description><![CDATA[
<p>What little info we have now:</p><p>
</p><p>
</p><ul><li>6H wallbounces.<br></li><li>Slide Head gives ground bounce with normal knockdown. No OTG pickups, FRC to combo.<br></li><li>j.S causes ground bounce on air hit.<br></li><li>Mega Fist causes knockdown.<br></li></ul><p></p>
]]></description><guid isPermaLink="false">5034</guid><pubDate>Sat, 02 Jun 2012 05:25:04 +0000</pubDate></item><item><title>ACCENT CORE Potemkin Matchups</title><link>https://www.forums.dustloop.com/forums/topic/175-accent-core-potemkin-matchups/</link><description><![CDATA[
<p>Hey, this here be the matchups thread.  Complaints about playing against Hellmonkey should go in the <a href="" rel="external nofollow">thread devoted to that topic</a>.  (^.^)  </p><p>
</p><p>
If anyone else wants to do this thread properly, feel free.  I'm not as organized as anyone else (the <a href="" rel="external nofollow">Bridget matchups thread</a> is amazingly well laid out, with "Their Gameplan" sections and all that jazz) so I'm just going to start by complaining about Testament for a moment.  </p><p>
</p><p>
<strong><em>Testament:</em></strong></p><p>
Testament is stupid, at least vs Pot.  Or maybe it was specifically myself vs Mint.  I can deal with the getting-through-traps-to-hit-him, the waking-up-into-a-net-and-a-high/low-mixup, and the 50%-Badlands-loops-into-MoP-into-powered-tree-and-stand-there-next-to-it, but the constant EXE Beast spam finally got to me.  I swear EVERY TIME he hit the ground from a jump, tech, or wakeup, he was throwing one out.  I even got to combo 5k-&gt;5s-&gt;Judge Gauntlet because of the constant Beasting.  The safest possible thing was just to try for PBs, because they'd grab the EXE beast (which it was 100% guaranteed he'd try to do) out of startup.  </p><p>
You cannot win this match if you can't FDB, either.  Be sure to know when you can burst out of BL loops without being combo'd again, and don't let him get away once you've got him.  He's not terribly good at escaping, but don't Extend unless he's going to die from it.  Instant-blocked Badlands is PBable.  Also remember that one blocked 5k-&gt;2s-&gt;PB tick can do 90% if you have meter.</p><p>
</p><p>
<strong><em>Openers:</em></strong></p><p>
For some reason in AC moreso than previous games, at the start of the round 2p seems to beat a ton of other character's opening moves, and leave you pretty safe if they opted to be defensive instead.  Against certain chars (Johnny, Anji, <em>Faust</em> OMG!) anything that 2p doesn't beat you could do Slide Head against and win.  If you do open with 2p, make sure to cancel to HF and go from there (Break/Buster, whee).</p><p>
</p><p>
<strong><em>In conclusion:</em></strong></p><p>
You can always backdash the 3rd unblockable in the Triple Unblockable from Eddie, making him easier to beat than Testament.</p><p>
</p><p>
Thank you for your time,</p><p>
Mike Z</p>
]]></description><guid isPermaLink="false">175</guid><pubDate>Wed, 05 Sep 2007 00:09:39 +0000</pubDate></item><item><title>Can we get a video thread?</title><link>https://www.forums.dustloop.com/forums/topic/6374-can-we-get-a-video-thread/</link><description><![CDATA[
<p>Mostly because I want to be able to click through and pull up FAB being a hero whenever I'm on dustloop.</p><p>
</p><p>
Also dem arcrevo cup Pot matches.</p>
]]></description><guid isPermaLink="false">6374</guid><pubDate>Sun, 19 May 2013 08:54:31 +0000</pubDate></item><item><title>Revision of Potemkin's frame data as of May 8th, 2011</title><link>https://www.forums.dustloop.com/forums/topic/3190-revision-of-potemkins-frame-data-as-of-may-8th-2011/</link><description><![CDATA[
<p>A revision of the Potemkin frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info (from the guide) are listed as follows:</p><p>
</p><ul><li>6P: Added "untechable for 50F" to Comments.<br></li><li>j.P: Changed Cancel to "CR".<br></li><li>j.K: Changed Cancel to "CJR".<br></li><li>j.S: Changed Cancel to "CR".<br></li><li>j.H: Changed Cancel to "CR".<br></li><li>Throw: Added to Comments: (following FRC timing) "(Frames 11-15 after tossing the opponent)."<br></li><li>A handful of special attacks were re-named based on what's in the AC and XX manuals. (I honestly prefer Slide Head, though, but it really does say "Sliding Head" in the English manuals...)  The only one worth mentioning, here, is the follow-up to Giganter, which is <strong>Gigantic Bullet</strong> (not Gigantic Build).<br></li><li>Mega Fist II: Removed "(?)" in Comments (in the FRC timing section).<br></li><li>Sliding Head: Changed Guard to "LF, unblockable".<br></li><li>Hammer Fall: Changed Startup to "19-27". Changed Recovery to "33". Merged footnote into Comments: "Cannot absorb tension-based attacks (undocumented in complete guide)."<br></li><li>Hammer Fall Break: Added Comment: "Fastest possible Hammer Fall Break completes in 16F."<br></li><li>F.D.B. Reflect: Changed Active to "98". Re-worded Comments to "...Continues even on collision with other projectiles, causes most other projectiles to expire."<br></li><li>Heat Knuckle: Changed Damage to "0, 15x2, 28". Re-worded Comment: "1st hit can be SBed (not documented in complete guide)."<br></li><li>Judge Gauntlet: Added to Comments: "...While autoguarding, Potemkin takes half damage." Merged footnote into Comments: "Cannot absorb tension-based attacks (undocumented in complete guide)."<br></li><li>Giganter: Partially re-worded Comments to "...From frames 16-29, can cancel into Gigantic Bullet. Continues even on collision with other projectiles, causes other projectiles to expire. Always goes active on successful input."<br><br>
Gatling Table<p></p><ul><li>Removed extraneous "5" notation for neutral attacks; renamed columns.<br></li><li>Added j.P-j.D. </li></ul><p></p><p>
</p><p>
If there are any questions or comments regarding the frame data, please feel free to post in this thread, or PM me.  Otherwise, since this thread is just to announce the frame data's revision, please don't derail this thread with off-topic discussion.</p></li></ul>]]></description><guid isPermaLink="false">3190</guid><pubDate>Mon, 09 May 2011 14:51:15 +0000</pubDate></item><item><title>ACCENT CORE Potemkin Guide</title><link>https://www.forums.dustloop.com/forums/topic/243-accent-core-potemkin-guide/</link><description><![CDATA[
<p><strong><span>Potemkin Introduction</span></strong></p><p>
</p><p>
The first thing you should do if you are very new to the game is read the Player's Guide: </p><p>
</p><p>
<a href="" rel="external nofollow">http://www.dustloop.com/ggac/index.html</a></p><p>
Everything else in this guide assumes you know the basics of the game. If you don't know the basics, just sit down and play the game a bit, read the guide, and pick it up little by little.</p><p>
</p><p>
The first and most important thing to learn is that you need to be VERY patient as a Potemkin player. There are going to be times when you will have to block for a while, and there may be times where you need to eat hits or long combos. You will often have extreme difficulty getting in on an enemy, or scoring any hits at all. As Potemkin, you need to carefully wait and look for your chance to turn things around, and then once you have, destroy the other player as quickly as possible.</p><p>
</p><p>
To do this effectively, you should understand how to play Pote in all situations... on Defense, Neutral, and Offense.</p><p>
</p><p>
</p><p>
<strong><span>Playing on the Defensive</span></strong></p><p>
</p><p>
Pote is a huge target, and is slow and immobile and a boat. So one of the most important things you need to know is how to get around these limitations and defend yourself properly.</p><p>
</p><p>
The first thing to get used to is how huge your hitable box is. Pote is large and tall and things will hit him that don't hit other characters. This is a problem, however you can deal with it.</p><p>
</p><p>
Get good at Instant Block, and if you can, Slash Back. These two tools will let you punish things you otherwise should not be able </p><p>
</p><p>
to. Instant Block will be your best friend in a lot of matchups.</p><p>
Don't, however, forget about Faultless Defense. It's just as important for Pote as it is for everyone else... there are times when </p><p>
</p><p>
Instant Block will not help you get out of a situation, but where Faultless Defense will!</p><p>
</p><p>
At higher levels, you will NEED to know how to 1-Frame Jump. Against Eddie in particular, this is absolutely essential to escaping mixups.</p><p>
</p><p>
</p><p>
<strong><span>Useful Defensive Tools</span></strong></p><p>
</p><p>
<strong>6P:</strong> Great Anti-Air... Pote's hitable box is low to the ground and he can hit enemies all the way to the tip of his fingers. </p><p>
</p><p>
Scoring a counterhit on this can lead to some ridiculous, round winning combos. The move is upper-body invincible into the active frames, so it's pretty safe and doesn't require phenomenal timing. On block, this move can be jump canceled so you can safely escape or attempt to attack afterwards. Be careful because good players will do their best to bait and punish this move. Since it has a bit of recovery time on wiff, you CAN be hurt for trying to use it.</p><p>
</p><p>
<strong>5P:</strong> This move is mostly good because it has a very nice hit-box, and because it's FAST. Against some rushdowns, you can slip a 5P in and stuff the enemy from attempting to poke you. You can typically chain it into a basic combo on hit, or on block you can use it to begin a rushdown. Against enemies in the air, you'll typically want to do 5P S Heat Knuckle, or against ground something like 5P 5K 2S 2D, just as a basic example.</p><p>
</p><p>
<strong>Giganter Shield:</strong> A great move to use to beat out incoming attacks. The nice thing about this Super is that it will leave you at massive advantage on block, so it isn't TOO dangerous to use. This also works fairly well on wakeup, but be careful you don't get baited. Most characters have ways they can attack you and not put themselves in a possition to be hit by the shield, so be careful using it against smart players. </p><p>
Also Learn to roll the motion for the extension (Giganter Bullet), but only hit the button on a successful connect of the Shield. </p><p>
</p><p>
On block of the shield, use the advantage to start a rushdown. On hit, deal some massive damage.</p><p>
</p><p>
<strong>Backdash:</strong> Pote's Backdash is neat, and one of his best defensive tools. It's invincible for a VERY long time, and only has 1F of vulnerable recovery. If you see an attack incoming, you can backdash, recover, and then Pote Buster. This works great against many jumping in attacks, as well as ground attacks that are high level but have moderate recovery (pretty much anything Slayer does). Backdash Pote Buster is an invaluble tool, and you can only really get the hang of it through lots of practice.</p><p>
</p><p>
Reversal Backdash is incredibly useful as well. Learning to time it properly can be difficult, but very important in the long run.</p><p>
</p><p>
Keep in mind that as your enemies get better, they will learn how to bait and punish the backdash. You must learn to be very careful, and not too predictable with it.</p><p>
</p><p>
Backdash is also very useful as a spacing tool. It can help you avoid being crossed up or give you a little extra range to help you time an FDB. It may become useful at times to do more than one backdash in a row. Double Backdash can also help against players who will try to bait and punish a singular backdash.</p><p>
</p><p>
<strong>Slidehead:</strong> For whatever reason, Slidehead has massive upper body invincibility during startup, but loses this invincibility when the move is going active. This is useful for beating some moves which Pote can't safely beat otherwise, such as Jam's Burst Rush attacks. You can also go through some fast projectiles with it. It's also possible, although difficult, to use it as Anti-Air. </p><p>
</p><p>
Note that this won't work against very deep or very fast AA attacks, although it can be a useful alternative to Backdash at times.</p><p>
</p><p>
<strong>Reverse Megafist:</strong> Unlike Forward Megafist, this move actually has quite good recovery (+4 instead of -4), and causes Stagger on counter hit. The real key here is that both Megafists have foot invincibility on startup. This means that if you are sitting in the corner, and the enemy is going to run at you and do a low hit, you can reversal Reverse Megafist and tag their low hit... possibly allowing you to get a knockdown. Unfortunately like Forward Megafist, this move can be pretty easy to bait and punish. Be careful when using it.</p><p>
</p><p>
<strong>Instant Block:</strong> This is very important to Pote. Waiting for mistakes will only get you so far, you need to turn everything the enemy does into a mistake. By IBing, you can put holes in strings that otherwise are not there. Remember, Pote Buster only needs a 2F gap in a string to happen, and Giganter only needs a 1F gap in a string.</p><p>
One obvious usage of this is blocking Baiken's 3 hit super. IB either of the first two hits and you can connect strait into a free Pote Buster. A second example is IBing Jam's 6H, which will make it very dangerous for her to attempt to link off of.</p><p>
</p><p>
Finding holes in things with IB is a very important stratagy, and one you'll have to make a lot of use of in higher level play. </p><p>
</p><p>
Don't expect to be handed a way out of Dizzy's rushdown... expect to have to beat your way out carefully.</p><p>
</p><p>
<strong>2HS:</strong> This is an interesting one. On the one hand, it's very slow, and not at all practical most of the time. On the other hand, it has a pretty huge hit box, and the payoff for a successful CH connect can be to win the match, flat out. So, when can you actually USE this move? Well, that's a tricky bit to figure out. It's a lot about prediction... you need to throw this move out way early to hit with it, so throw it when you expect someone to enter into the area it hits. Now, that alone would be pretty risky, and you could do much safer with 6P, or S.f. However, 6HS will tag things higher up and farther behind himself than 6P. They put that FRC point on the move for a reason. It allows you to use the move to predict air dashes and such, but let it be safe if you guess wrong. Of course, it uses tension to do this, so I suggest you NEVER use this move, at all, unless you have the Tension to back it up. </p><p>
</p><p>
If that sounds like a waste of meter to you, you'd be right. Generally, it's not good to throw your meter away... but with enough practice, you can make people very afraid to attack you at all (which is a good thing). Also, just remember the payoff for connecting with the move can be so ridiculous, that it often pays to take that tension loss for a chance to score the big hit that wins the match.</p><p>
</p><p>
Also keep in mind that it depends on who you are fighting. Jam generally moves too fast to get hit by the move.. so it's best to stick to 6P. Other characters who are foolish enough to jump/dash in can be tagged by it. Don't expect any miracles from this move, but do remember that it's there and can be very useful on occasion.</p><p>
</p><p>
<strong>Judge Gaunt:</strong> Judge Gaunt is Pote's Force Break on the ground. It's frankly not that good, but there are some uses to it. </p><p>
</p><p>
Keep in mind the following, first of all:</p><p>
</p><p>
- Not Reversal-able (you can't do this safely on wakeup, you will just get counterhit out of it).</p><p>
- If you are hit during the move, you will eat the hit and go into an 'I got hit' stance.</p><p>
- You can only eat a maximum of 8 hits before you will automatically swing. (?)</p><p>
- The move executes very quickly after you are hit by something.</p><p>
- The move can't eat supers.</p><p>
- This move is unsafe as fuck.</p><p>
</p><p>
So what is Judge Gaunt good for? Basically, a special case use counter attack. Some characters are insanely good at jump canceling or mashing quick hits in (Jam, Dizzy, etc), and this move doesn't work well on them. Some characters like to slow poke you, or otherwise are susceptible to the Judge Gaunt. </p><p>
</p><p>
Good example might be against Sol. Often times when he puts you into the corner and throws a poke, you can expect a Gunflame or Bandit Revolver to follow. Judge Gaunt will beat either of these options.</p><p>
</p><p>
NEVER use this move without the Tension to RC it. Not just to combo off it, but to make it safe on block. This move becomes very fast as long as you can get hit while doing it, but it is still insanely punishable.</p><p>
</p><p>
Don't throw this move out often. This is a 'once-a-match' kind of a move... use it when it'll work and when it'll get you that surprise hit for some big damage.</p>
]]></description><guid isPermaLink="false">243</guid><pubDate>Thu, 13 Dec 2007 19:16:59 +0000</pubDate></item><item><title>FRC Problems</title><link>https://www.forums.dustloop.com/forums/topic/1016-frc-problems/</link><description><![CDATA[
<p>Hi all. I'm a Potemkin player in GGXXAC (not Plus unfortunately. Maybe some day in the future.)

I've seen some sick combo videos from FAB and I have two problems, one involving FRC. The main problem I have is comboing after landing a Potemkin Buster. I see people follow up a FRC'd PB with 2S, 2H, Heat Knuckle (sometimes taking out the 2H for characters that don't get hit by it). How ridiculous does your timing have to be to pull that off?

Problem 2: Chaining Aerial Potemkin Buster into combos/air punishment. My friend plays Venom and loves to spam his Pink Ball overdrive. I can usually jump over it and hit him as he's trying to air punish me downward into it. Can I go about landing an APB by doing P, K, APB if I catch him offguard?

Any help is appreciated.

-Skunkee</p>
]]></description><guid isPermaLink="false">1016</guid><pubDate>Fri, 05 Jun 2009 20:25:01 +0000</pubDate></item><item><title>looking for #r slidehead combos</title><link>https://www.forums.dustloop.com/forums/topic/2523-looking-for-r-slidehead-combos/</link><description><![CDATA[
<p>I've been wondering if there are any good/useful combos after a successful slide head in#r. If this topic is already covered elsewhere, feel free to delete this thread.</p>
]]></description><guid isPermaLink="false">2523</guid><pubDate>Thu, 30 Sep 2010 22:10:40 +0000</pubDate></item><item><title>X2 Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/2216-x2-potemkin/</link><description><![CDATA[
<p>I still haven't upgraded, yeah. My dad, oddly enough (to me, it would seem weird to another person for someone's father to play fighting games with him.) plays potempkin and I play a very mobile and offense heavy Sol. I'd like to know some of his bnb and more damaging combos. Also tactics vs Sol. I should get GGAC Wii if I can find the darn thing at Gamestop or my town's local thrift and trade game store, Gamegiant. I mean they have mvc1 ps1, and they had earthbound at one time. I doubt they have the inability to find Guilty Gear XXAC Wii. Didn't take the game all that seriously when it first came out because honestly I had GGX2 and didn't want to buy that same game with force breaks. However, it's easier now to find info on it than X2, and I can't find a wiki that's actually worth using, since SRK's is well, crap. It's basically a move list. This site have a wiki? If not, please get one, we can't have "old" GG strategy just disappear at each version release!</p><p>
</p><p>
...Just as a note, I have figured out one combo.. His knock up normal into his in air grab (forgot the name sorry. goes into heat extend with an extra command), frc, grab, heat extend. Also, another combo that is basically the first part of this rc'd into Potemkin Buster.</p>
]]></description><guid isPermaLink="false">2216</guid><pubDate>Fri, 13 Aug 2010 06:51:51 +0000</pubDate></item><item><title>Differences from AC to AC+</title><link>https://www.forums.dustloop.com/forums/topic/1032-differences-from-ac-to-ac/</link><description><![CDATA[
<p>Are there any major differences in Potemkin's playstyle/combos in AC+ as opposed to regular AC? Or did that release only give us the story mode and Kliff/Justice as unlockables?</p>
]]></description><guid isPermaLink="false">1032</guid><pubDate>Fri, 19 Jun 2009 17:53:12 +0000</pubDate></item><item><title>AC Voice pack?</title><link>https://www.forums.dustloop.com/forums/topic/1796-ac-voice-pack/</link><description><![CDATA[
<p>I've been looking atleast a month now for Potemkin's voices from AC, but I'm unable to find them anywhere. Anyone have any idea where I could get them?</p>
]]></description><guid isPermaLink="false">1796</guid><pubDate>Sat, 24 Apr 2010 23:05:08 +0000</pubDate></item><item><title>Searching for some #Reload strategy</title><link>https://www.forums.dustloop.com/forums/topic/682-searching-for-some-reload-strategy/</link><description><![CDATA[
<p>I am searching for a lot of PO data for Reload (like frame data, combo vids, match up analysis).  Anyone has some links for them or is there a way to access a backup of the old gcc forums?

Any tips on the PO vs FA/BA/CH match up would be really appreciated <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">.

Thanks in advance.</p>
]]></description><guid isPermaLink="false">682</guid><pubDate>Mon, 26 May 2008 10:01:32 +0000</pubDate></item><item><title>unable to use Gigantic Blid</title><link>https://www.forums.dustloop.com/forums/topic/1336-unable-to-use-gigantic-blid/</link><description><![CDATA[
<p>every time i use potty's Gigantor (632146h), i tried to use its follow-up attack (4123641236p) but it doesn't work!

can anyone tell me how/when to use it?

P.S. im currently playing ggxx #reload on my pc</p>
]]></description><guid isPermaLink="false">1336</guid><pubDate>Sun, 08 Nov 2009 07:46:25 +0000</pubDate></item><item><title>Back Dash Punishes from Hammer Fall presure</title><link>https://www.forums.dustloop.com/forums/topic/1313-back-dash-punishes-from-hammer-fall-presure/</link><description><![CDATA[
<p>We all know doing 2K, 2S, into hammer fall stop is great pressure and mind games. Go into bustah, hi-low mix up, heat fist, cross up, all sorts of things. But good players always back dash after the stop.

 My question is, what do you do to punish the back dash? From my experience, 5S works sometimes, but it usually just hits them once and they tech far away.

Any suggestions?</p>
]]></description><guid isPermaLink="false">1313</guid><pubDate>Fri, 16 Oct 2009 05:38:33 +0000</pubDate></item><item><title>List of moves that Potemkin can FDB</title><link>https://www.forums.dustloop.com/forums/topic/47-list-of-moves-that-potemkin-can-fdb/</link><description><![CDATA[
<p><span>List of moves that are FDB'able in <strong>ACCENT CORE</strong></span>:</p><p>
</p><p>
<strong><span>STANDARD ROSTERS:</span></strong></p><p>
</p><p>
<strong>ABA:</strong></p><p>
-Kihi = 236HS (Normal mode)</p><p>
-Konzetsu = j.41236S (Moroha mode)</p><p>
</p><p>
<strong>ANJI:</strong> </p><p>
-Shitsu / FB Shitsu (Butterfly projectile)</p><p>
-Shin: Ichishiki (Aerial fan projectiles)</p><p>
-Issei Ougi: Sai (Giant spinning fan) &lt;SUPER&gt;</p><p>
</p><p>
<strong>AXL:</strong> </p><p>
-Rensengeki = [4]6S</p><p>
-Kokuugeki = j.63214S</p><p>
-Byakuerenshou (Only the 2nd part is flickable) &lt;SUPER&gt;</p><p>
</p><p>
<strong>BAIKEN:</strong></p><p>
-Tatamigaeshi / Air Tatamigaeshi</p><p>
</p><p>
<strong>BRIDGET:</strong></p><p>
-Yoyo Recall (Where the yoyo comes flying back all ablaze)</p><p>
-Roger Hug (Where all the mechanical parts of the yoyo sticks to your character)</p><p>
-Roger Razor (Where Roger has a buzzsaw revolving around his torso)</p><p>
-Roger Get (Where Roger flies up then comes falling down in a body slam and when he hits the ground slides toward you)</p><p>
-Ore to Kill Machine (Roger riding a flaming bicycle) &lt;SUPER&gt;</p><p>
-Grenade Super (Exploding move) &lt;SUPER&gt;</p><p>
</p><p>
<strong>CHIPP:</strong></p><p>
-Gamma Blade</p><p>
</p><p>
<strong>DIZZY:</strong> </p><p>
-Fish Laser</p><p>
-Scythe</p><p>
-Seeker</p><p>
-Ice Spike</p><p>
-Imperial Ray &lt;SUPER&gt;</p><p>
-Gamma Ray &lt;SUPER&gt;</p><p>
</p><p>
<strong>EDDIE:</strong> </p><p>
-Invite Hell (Drill)</p><p>
-FB Big Drill</p><p>
-Little Eddie (D)</p><p>
-Amorphous &lt;SUPER&gt;</p><p>
</p><p>
<strong>FAUST:</strong></p><p>
-Baghead</p><p>
-Bomb</p><p>
-Hammer</p><p>
-Meteor</p><p>
-Minis (Faust/Robo-Ky/Potemkin); flickable only when they are walking on the ground, meaning wait for them to land</p><p>
-Coin</p><p>
-Frying Pan</p><p>
-Throw Item Super (Only the items listed above are flickable in this super) &lt;SUPER&gt;</p><p>
</p><p>
<strong>I-NO:</strong></p><p>
-5S(f)</p><p>
-Flat Note / Air Flat Note</p><p>
-Chemical Love</p><p>
-Ground Super &lt;SUPER&gt;</p><p>
-Air Super &lt;SUPER&gt;</p><p>
-Megalomania (Arcade mode boss or EX type I-No only) &lt;SUPER&gt;</p><p>
</p><p>
<strong>JAM:</strong></p><p>
-Sphere Ball &lt;SUPER&gt;</p><p>
</p><p>
<strong>JOHNNY:</strong></p><p>
-Coins</p><p>
-Mist Finers</p><p>
-Divine Blade</p><p>
</p><p>
<strong>KY:</strong></p><p>
-Stun Edge / Air Stun Edge</p><p>
-Charged Stun Edge / Air Charged Stun Edge / FB Charged Stun Edge (1st part only)</p><p>
-Sacred Edge &lt;SUPER&gt;</p><p>
</p><p>
<strong>MAY:</strong></p><p>
-Dolphin Set</p><p>
-FB Horizontal/Vertical Dolphin</p><p>
-Multi Hit Spinning Attack (Only the Black Whale is flickable at the end of the super) &lt;SUPER&gt;</p><p>
-Great Yamada Attack (Whale attack) &lt;SUPER&gt;</p><p>
</p><p>
<strong>MILLIA:</strong> </p><p>
-Tandem Top / FB Tandem Top</p><p>
-Silent Force (Hair pin)</p><p>
-Secret Garden (Orb projectile)</p><p>
-Emerald Rain (Three Tandem Tops Projectiles) &lt;SUPER&gt;</p><p>
</p><p>
<strong>ORDER SOL:</strong></p><p>
-6P</p><p>
-Blockhead Buster (All levels)</p><p>
-Gun Blaze (You have to do the opposite motion to hit it at the right time; all levels)</p><p>
-Charge Burst (The one where he bursts with flames after charging that makes him invulnerable for a brief set amount of time)</p><p>
-Savage Fang (All levels) &lt;SUPER&gt;</p><p>
</p><p>
<strong>POTEMKIN:</strong></p><p>
-FDB (Reflected projectile only)</p><p>
-Gigantor (1st part; mirror only) &lt;SUPER&gt;</p><p>
</p><p>
<strong>ROBO KY:</strong></p><p>
-6P</p><p>
-2H</p><p>
-Bazooka</p><p>
-Aerial Missiles</p><p>
</p><p>
<strong>SOL:</strong> </p><p>
-Gun Flame / Gun Flame (Dragon Install mode)</p><p>
-Tyrant Rave ver. Beta &lt;SUPER&gt;</p><p>
</p><p>
<strong>TESTAMENT:</strong></p><p>
-EXE Beast</p><p>
-Phantom Soul</p><p>
-Crow Diving Attack (Phantom Soul/Curse mode)</p><p>
-Crow Feather Showers (Phantom Soul/Curse mode)</p><p>
-Nightmare Circular &lt;SUPER&gt;</p><p>
</p><p>
<strong>VENOM:</strong></p><p>
-Stinger Aim</p><p>
-Charged Stinger Aim (Regardless of the charge amount time)</p><p>
-Carcass Ride</p><p>
-Ball Sensei (Only when the ball is in motion)</p><p>
-Devious Curve (Only when the ball is in motion)</p><p>
-Dark Angel &lt;SUPER&gt;</p><p>
-Red Hail &lt;SUPER&gt;</p><p>
</p><p>
<strong>ZAPPA:</strong></p><p>
-Ghost Projectiles (All directions)</p><p>
-Raoh's Orb Projectile (All directions)</p><p>
</p><p>
</p><p>
<strong><span>MISCELLANEOUS ROSTERS:</span></strong></p><p>
</p><p>
<strong>JUSTICE:</strong></p><p>
-421S</p><p>
-421HS</p><p>
</p><p>
<strong>KLIFF:</strong></p><p>
-236P</p><p>
-236S</p><p>
-j.41236S (flickable on the second hit only)</p>
]]></description><guid isPermaLink="false">47</guid><pubDate>Mon, 23 Oct 2006 20:30:10 +0000</pubDate></item><item><title>I gotta question about Pot...</title><link>https://www.forums.dustloop.com/forums/topic/1276-i-gotta-question-about-pot/</link><description><![CDATA[
<p>Do Potemkin players Jump?</p>
]]></description><guid isPermaLink="false">1276</guid><pubDate>Tue, 15 Sep 2009 01:53:15 +0000</pubDate></item><item><title>Baiken/Anji Strategies: Countering the Counters</title><link>https://www.forums.dustloop.com/forums/topic/1181-baikenanji-strategies-countering-the-counters/</link><description><![CDATA[
<p>I'm mainly a Potemkin player and in my local GG scene I'm what you would call the 'second best.'  There are only like 7 of us that play the game and I manage to do well against S tier characters like Sol and Slayer, and even manage to score a majority of the wins against characters like Dizzy (though my friend that plays her is a mediocre player) that Potemkin has a disadvantage against.  I haven't found any Axl/Testament players in my are as of yet so I'm still curious as to how much difficulty they could give me.

However, two characters in particular are frustrating me and I lose heavily against them: Baiken and Anji.  It's all because of those $%*#ing counter moves of theirs <img src="https://www.forums.dustloop.com/uploads/emoticons/default_mad.gif" alt=":mad:">  My friend, who is argued as the 'number one' in our local scene, spams them every chance he gets.  I managed to beat him a good deal of the time through strategy and predicting his moves, but he counters that by predicting my strategy and countering with his strategies.  Normally, I can deal with this, but every time it is those damn counter moves that give him the majority of wins no matter how many times we go back and forth and I manage to get ahead in the slightest.

So, basically, I'm looking to the Dustloop community for aid and tips against these counter moves.  Any bit would help honestly, and I'm sure there are a lot of players who find their countering to be an annoyance as well.</p>
]]></description><guid isPermaLink="false">1181</guid><pubDate>Mon, 13 Jul 2009 16:15:27 +0000</pubDate></item><item><title>Path 1 Story for AC+</title><link>https://www.forums.dustloop.com/forums/topic/1075-path-1-story-for-ac/</link><description><![CDATA[
<p>Please, someone help!  I have been unable to unlock the mighty Po's path 1 ending.  No matter what I do I get path 2.  I'm growing quite aggravated by this.  if anyone can offer me a tip, I would appreciate it.


<img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:"></p>
]]></description><guid isPermaLink="false">1075</guid><pubDate>Sat, 04 Jul 2009 03:07:24 +0000</pubDate></item><item><title>Stupid Gimmicks: The Thread</title><link>https://www.forums.dustloop.com/forums/topic/256-stupid-gimmicks-the-thread/</link><description><![CDATA[
<p>Potemkin, like any character, has tons of dumb gimmicks!  Let's post them!

A gimmick, as per this thread, will be defined as an incredibly situational or strange tactic.

<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> 6HS, Hammerbreak, Slidehead - When people see 6HS, they will want to escape it, if they use a backdash.... generally they aren't expecting a slidehead a lot later.
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> crossup j.K, double jump, crossup j.K again - Potemkin using crossups?
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> P, pause, S - pretty much beats anything that they'd do after a tick besides do a reversal move.
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> 6K, 6P - Do a 6K at about 2/3 screen away, usually slidehead screams "IAD AT ME", of course, this doesn't work out too well if they have a bad IAD.
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> 6K Megafist FRC, blockstring - This crosses them up, which is good if you knockdown and are cornered, it's also fairly hard to do anything out of this.</p>
]]></description><guid isPermaLink="false">256</guid><pubDate>Thu, 27 Dec 2007 16:08:21 +0000</pubDate></item><item><title>Gigantor Loop no more?</title><link>https://www.forums.dustloop.com/forums/topic/427-gigantor-loop-no-more/</link><description><![CDATA[
<p>How come the Japanese Potemkins never do the loop anymore? In all the recent videos, not one Gigantor &gt; Slidehead was seen...what gives?

I know there's a way out of the setup but I always thought that it was character specific...or so it said in Arcadia Magazine. Instead of the loop, the Japanese Pots usually get right next to them and do the ambiguous Slidehead or 6K setup...is there any other usefulness to using that besides the fact that you don't need meter for the Gigantor loop? Yet I've seen Japanese Pots who have plentiful meter and even when the other guy doesn't have a burst or tension to alpha counter, they still go for the Slidehead mixup as opposed to the Gigantor loop. Am I missing something here? If so, I'm willing to bet it's like "oh ok, you just do *BLANK* and you get out of the loop for free....any ideas?</p>
]]></description><guid isPermaLink="false">427</guid><pubDate>Tue, 12 Feb 2008 09:29:46 +0000</pubDate></item></channel></rss>
