Digital Watches Posted June 2, 2007 Posted June 2, 2007 Instead of a placeholder: taken from the General Information thread: Potemkin: Shoto:5,0 This is Axls hard work matchup. As the match start (that is after you gained some distance) your have a very big advantage. Pots movement is more limited than that of every other chara, which in most situations make your anti air chains unavoidable for him (the best he can do is block). Furthermore your 2hit chains beat his Hammerfall on long to range and a 2P or even a charged rensen will hit him out of the startup or his Slide Head. Furthermore there is not much he can do against a j.S. The only options you have to think about in that range are his anti air grab once you get nearer or his Heavenly Potemkin Buster. What gets quite problematic in this matchup is that even if there is a safe opportunity to start rushing, you can’t seize that fully. All you get is one or at best two guerrilla like attempts. After a 6H you can’t rush without leaving a gap that could be enough for a Pot Buster; every option that just leaves a tiny gap allows him to backdash and then pot buster. Once he gets you grounded you are in serious trouble. You can’t countertrhow and if you jump your opening yourself up for his anti air grab. Your reversal is not a real option as his standard okizeme involves a low starting combo, nevertheless as it is throw invincible it may be some sort of last hope thing. Since you should have lots of tension as you won’t have too many chances for combos or for rushdown, if you can even DAA tick throws (that is the P attack that starts the mixup). As pot gets his main damage from throws, even your burst becomes something pre-emptive, you burst to escape mixup. As you can see you collect damage over the time having nearly constantly the advantage but seldom being able to land a big comb. Nevertheless should you lose it chances are very good Pot will turn the tide. Weird as it is this makes it a fair matchup for both players. The key to this matchup is that you have to play as variable as possible even that you have the advantage in most of the time, as if your opponent figures out patterns or recognize a flaw in your gameplay he will get a chance to instantly win the match. (btw: Keep an eye on the timer as in this matchup time outs are quite common)
Maniak Posted December 11, 2007 Posted December 11, 2007 Potemkin doesn't have to guess at all, just react fast, as the super armor from his (4)6H will eat Rashousen no problem.
BlackRose Posted December 16, 2007 Posted December 16, 2007 Hey what are some strategies against Pot? He's murdering me
Digital Watches Posted December 16, 2007 Author Posted December 16, 2007 Hey what are some strategies against Pot? He's murdering me
magus1234 Posted December 16, 2007 Posted December 16, 2007 turtle like a mofo. Resen (8) is good. If your in Pots 2d/2s distance get out, don't throw shit cause it wont trade in your favor.
BlackRose Posted December 17, 2007 Posted December 17, 2007 What specifically are you having trouble with? EDIT: Oh. And I'm moving your post to the matchup thread. Thanxx for moving it I cant seem to figure out a good way to get in for a combo, he'll always beat my normals or POT buster me 3 diff ways. If I throw out a 6p he automatically slide heads. If I JS f. He'll aerial buster me if I jump in. He'll beat my 6k with his aerial down dust. I have Rensen FRCed and he SJs. My 6p counter is good maybe 1/3 of the time. What's some good normals to use to get in?
Digital Watches Posted December 17, 2007 Author Posted December 17, 2007 Thanxx for moving it I cant seem to figure out a good way to get in for a combo, he'll always beat my normals or POT buster me 3 diff ways. If I throw out a 6p he automatically slide heads. If I JS f. He'll aerial buster me if I jump in. He'll beat my 6k with his aerial down dust. I have Rensen FRCed and he SJs. My 6p counter is good maybe 1/3 of the time. What's some good normals to use to get in? Nothing. Seriously, don't bother. Again, yes, he can beat whatever you throw out, so DON'T THROW ANYTHING OUT. Get out of his range and let him come to you. If he tries slide head, go for j.S or IAD H or whatever. If he tries to jump, AA him with chains. Hammerfall? Rensen. etc. Pot can't get in very well, so there's no reason to try to hit him until you know exactly what he's doing. And then once you've got him in hit/blockstun, go ahead and rush him down. Just don't leave any gaps, or you might get pot bustered. Also never use rashousen in blockstrings.
Kyoku Posted February 18, 2008 Posted February 18, 2008 On a random Axl vs Pot note: TK bomber on Pot as he wakes up using the reflector super (forgot the name.) will go through the reflector, placing you between him and it, or hitting him (depending on timing). Yeah, its random and it is kind of unlikely, but I've done it.
SirSmoov Posted February 19, 2008 Posted February 19, 2008 it's not a good idea to ever contest the shield if u think its coming out...ch shield combos to 6hs...thats instant dizzy for axl...
Mike Z Posted February 19, 2008 Posted February 19, 2008 Nothing. Seriously, don't bother. [snip] DON'T THROW ANYTHING OUT. [snip] Also never use rashousen in blockstrings.You ought to take your own advice, Massa Watches. :^)
Digital Watches Posted February 20, 2008 Author Posted February 20, 2008 You ought to take your own advice, Massa Watches. :^) Lol yeah. I really wasn't thinking this weekend.
Beowulf Posted April 8, 2008 Posted April 8, 2008 I got a problem with pot's Okizeme. I know Axl is bad at it, but how should I get out ? on wake up when he feints P, S, 2+S, 2+D (or a combo like that) with a pot buster in between, what do you suggest me to poke him with ? I'm usually afraid of jumping, and mashing a button suits me better ^^ So any advice to flee from the plague ?
SirSmoov Posted April 8, 2008 Posted April 8, 2008 learn axl's uppercut frc...its gonna beat alot of his gimmicks and such to potbuster....it beats his 6k also....that leaves him with 5k and backdash on wakeup.....of course, a good bit of the time u should be getting hit by slide head unblockables once u're grounded anyway...lol u're taking a risk with ANY option u choose once u're in pots wakeup...and all things considered, uppercut is not as bad an option as most people will tell u...
Beowulf Posted April 8, 2008 Posted April 8, 2008 Well the question was more "if the P connects on wake up, is my 5+K gonna knock his pot buster ?" or something like that. And upper on wake up... That means stopping pressing back -> bad for me !
Digital Watches Posted April 8, 2008 Author Posted April 8, 2008 If you see a meaty slidehead, do reversal 623H. The lower body invuln. makes it beat out slide head easy, especially if the pot is doing it right (IE making it unblockable.) Otherwise, Smoov has got it about right. It's also good to 1FJ on occasion, as a chicken block will get you out of a lot of shit. Also, do NOT try to throw something out between 5P and pot buster unless it's an uppercut, since those are throw invincible, or a jump.
Beowulf Posted April 8, 2008 Posted April 8, 2008 then in order to avoid a heat knuckle that would have been thrown randomly, I should 1F jump back dash ? So it would be : If connect : wait in order to flee by air. Otherwise FD until he's far enough from me... Of course 623+S if I see a slidehead or a 6+K... Is that really good ? I mean this knockdown is more dangerous than potemkin buster itself ! lol
Digital Watches Posted April 9, 2008 Author Posted April 9, 2008 then in order to avoid a heat knuckle that would have been thrown randomly, I should 1F jump back dash ? So it would be : If connect : wait in order to flee by air. Otherwise FD until he's far enough from me... Well, you could also just backdash. Point is, you don't have enough time between 5P and pot buster to throw out a move. Of course 623+S if I see a slidehead or a 6+K... Is that really good ? I mean this knockdown is more dangerous than potemkin buster itself ! lol Naw, 623S (FRC) for 6K, 623H for slidehead. It's the upper body v. Lower body invulnerability you're playing with, so you've gotta be sure which one it is.
Hatred Edge Posted April 9, 2008 Posted April 9, 2008 Naw, 623S (FRC) for 6K, 623H for slidehead. It's the upper body v. Lower body invulnerability you're playing with, so you've gotta be sure which one it is. Why 623S FRC? Why not 623S by itself?
Digital Watches Posted April 9, 2008 Author Posted April 9, 2008 Why 623S FRC? Why not 623S by itself? Well, honestly, if you're sure you'll beat it, there's no need, as a counterhit will knock down, however, FRCing, while annoying (You have to choose in advance whether you'll FRC on whiff or hit) has the advantage of making you safe if you miss/get baited, or gets you a free, fairly damaging combo.
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