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  • 2 months later...
Posted

Neutral and Defense

At Full Screen, not much you can do in this MU except to be patient and approach slowly. The only attacks that will reach Potemkin at this range is 5P, Rensen and sparrowhawk. Slidehead is very risky as Rensen will hit Potemkin's extended hurtbox as he finishes his slidehead however it will go under 5P if done preemptively.

If he goes into sparrowhawk stance, be patient and block the (maximum) 6 chains that come your way. During his recovery, you can get in a free slidehead.

Regarding Sparrowhawk Punishes:

Because there is a hurtbox in sparrowhawk's chains, it is possible to punish him by taking a risk.

  1. Trishula will punish the mid and high chains. Low chain will beat trishula. Axl cannot link the same chain more than once in a row so after blocking a low chain, look to use trishula. It can be punished if he waits to do another low chain. (YRC will keep you save in that situation)
  2. Hammerfall is another option as the armor will eat the hit and punish his chain as it immediately stops at the extended hurtbox. YRC hammerfall > hammerfall is an option for 2 instances of armor and a full screen travel. Reversal Hammerfall to stop meaty sparrowhawk attack will not work however as he will get 2 hits in before you have time to YRC or hit his chain.
  3. If you are in the air and above the high attack's hitbox, ICPM can punish Axl as he begins in stance. Be wary of him PRC'ing out of stance.

At Mid Range, he'll be fishing for multi hit normals, his overhead, crossup, be using rensen a lot. This is probably the most difficult range to deal with as Potemkin.

Note: You cannot whiff punish Rensen with a jump> falling normal. The up followup attack will punish you before you can land. It is only punishable this way if he used Rensen while you are already falling onto him.

  • A preemptive Forward Megafist will whiff punish Rensen and his lows. Take an occasional risk and flick in neutral to flick back his Rensen or his 5P and other extended hurtboxes. (Against 5P > Rensen, you can IB the 5P then flick/megafist forward punish the Rensen)
  • Make use of blitz a lot at this range if he's being predictable with his normals or doesn't have meter to YRC his crossup and his overhead (6H).
  • IB'ing his crossup leads to a free PB only if he's within range, be cautious of the spacing. IB'ing his 6H will make it -2 on landing which is not enough time to PB if he's already holding up.
  • Blitz is very strong against Axl's 6H and crossup if he has no meter. Otherwise, use blitz sparingly as he can YRC both of these moves and punish your guess.

Specific Defensive Notes: 

  • Against IAD j.S 2 hit > j.P > 2K ... If you IB the j.P, you can punish his landing with a PB. (He can do 6H to punish PB)
  • If you get hit by 6H, he cannot go into a combo without RC. Be ready to continue blocking or watch for a reset/gimmick.

Important Note: Do not tech towards Axl. 6K and 2S will catch you on the way down. Either tech late and close to the ground or backwards to get out of the air unblockable range. Always FD as you fall.

 

Offense

Once you're close, the only thing you need to worry about is his DP artemis hunter. After knocking him down with 2D, you can super jump > falling normal as a safe jump against the DP. His DP has a long startup (9f) so it is very easy to time your safe jump. Axls tend to use the DP during blockstrings so feel your opponent out and see how willing he is to use a DP. Use backdash to bait it and then punish accordingly or, because it's a single hit move, use hammerfall to eat the hit and punish Axl.( example: 6K > delayed hammerfall > RC...)

Potemkin Buster > 2K > heat will work on Axl in the corner.

 

Most Important Tip: BE PATIENT

  • 1 month later...
Posted
On 11/17/2015 at 10:54 PM, dot_Nova said:
  • IB'ing his crossup leads to a free PB only if he's within range, be cautious of the spacing. IB'ing his 6H will make it -2 on landing which is not enough time to PB if he's already holding up.

the only thing you need to worry about is his DP artemis hunter. After knocking him down with 2D, you can super jump > falling normal as a safe jump against the DP. His DP has a long startup (9f) so it is very easy to time your safe jump. Axls tend to use the DP during blockstrings so feel your opponent out and see how willing he is to use a DP. Use backdash to bait it and then punish accordingly or, because it's a single hit move, use hammerfall to eat the hit and punish Axl.( example: 6K > delayed hammerfall > RC...)

6H is -3 on IB which is a free PB if in range, assuming it hits with the first active frame anyway (don't bother trying if used as oki). Pushback is harsh though so you're unlikely to ever be in a spot to do that. Better option is generally to IB the preceding move and 5P f.S Heat before it connects, just don't fuck up because CH 6H is stupid.

Better options against 63214S crossup is to jump back IB, makes it extremely negative on block and you are very on top of him. You can even OS an air grab to bait YRC if you want to be fancy.

Don't try to bait Artemis unless he has 50% meter, it's massively negative on block so you can just punish with 6K from max distance. Safe OS jumps for oki, bait parry on late jump, BS, backdash with empty jump PB, etc etc.

Really useful: 2S beats 5P clean, beats 6K as long as you are at normal spacing. CH causes stagger, 2S Hammerfall is guaranteed from medium distances and basically free unless they max stagger shake from max range. 2S Slidehead is easier to shake out of but it's okay.

VS Stances, IB the low stance and Slidehead any time. This beats everything but L->L, which will trade with a knockdown. Watch for stance YRC. If you want to be sassy, you can 6P against L->M for a free CH, but it gets baited by L->L or L->H so it's not great. If you're totally out of meter you can IB Gold Burst which might keep you alive.

VS his fire super thing, block and Megafist over the second part. Then complain about how shit megafist is in this game. Timing is later than you'd think. Best option I believe is IB first hit, Megafist RRC c.S 2S 6K Hammerfall

Axl hitbox is megafat in the air so you get double heat combos on him and even from max range you can use lazy PB combos like 2P 5P f.S Heat, but 2K f.S is preferred obviously.

This matchup is trash.

 

E: Couple of followups. 5H is one of your best tools in this matchup. IB's Rensen with no followup you can punish with 5H if you are close enough, its rare and Axl shouldn't be doing that, but it's worth knowing. 2H on block with no cancel is disadvantage (-4) so it's not a bad place to slam out a 5H either, after 2H watch for either 6K or nothing and act accordingly. 

CH 5H combos to Hammerfall pretty decently now in 1.1, but it will still miss at max range. Fix your shit Arcsys.


Posted
On January 12, 2016 at 2:20 AM, Koozebanian Fazoob said:

Better options against 63214S crossup is to jump back IB, makes it extremely negative on block and you are very on top of him. You can even OS an air grab to bait YRC if you want to be fancy.


You're a madman. Thanks for this. I keep calling out the axls doing that crossup but can only punish with 2d in most ranges.

 

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