Wicked Cricket Posted June 9, 2007 Posted June 9, 2007 Ok don't get mad at me for the super stupid question but isn't slidehead overhyed? People say 6hs meaty into SH = guaranteed damage but my opponent (Jam player) can jump away after blocking 6hs...what am I doing wrong? Am I timing it too early so the hitstun is gone earlier? Or is it jam's jump startup?
POscrub Posted June 9, 2007 Posted June 9, 2007 Wicked Cricket: If they IB 6H, they can jump out normally. Backdash, FD jump, etc. should escape slide head after blocking normally.
Spicy Salami Posted June 12, 2007 Posted June 12, 2007 new super dumb combo alert: potemkin can do 50% damage off k (hitconfirmable too) for 25% tension wootah first post updated with this but K 2S 2HS Hammerbreak jump j.P j.K jump Air Buster I've been trying to replicate combo's like this in many of the videos I've watched but have a problem. After Hammerbreaking the 2HS they always seems to recover faster then I can hit them and get off the air buster. The only way I seem to get the air buster off is when I FRC 2HS or from a Dust Combo. What am I doing wrong? Also I'm not sure If this has been posted, but the direction that Air Pot Buster makes Pot land is determined by the direction you hold when using it. For example If you try 2HS FRC then Jump and hold back so you are farther from your opponent, then Air Buster you will land a lot farther in front of your neutral postion that you started in. The opposite applies If you hold forward and Air Buster. This is probably known from the Mike Z vid, but I'd thought I'd post it anyway. I think this info is great since If you are far from the corner you can Air Buster and push them closer to it and apply your pressure there.
koogy Posted June 13, 2007 Posted June 13, 2007 japanese players do not care about flashy shit. they are out to win. spamming slide head is safe generally most of the time. one slide head is pretty much all you need to completely destroy them. potemkin buster set-ups? he's had them since XX; and guess what. the japanese have learned how to get out of most of them.
Koozebanian Fazoob Posted June 13, 2007 Posted June 13, 2007 That's basically it really. Even in previous games, I landed a lot more damage off stuff that wasn't PB than I did with it. It's a great move, but really it's great because it makes people scared to get thrown, which lets you hit with all of his other stuff.
Spicy Salami Posted June 13, 2007 Posted June 13, 2007 Well, I agree somewhat with Gwyrgyn and Kugler. However I have a counter point. If you disguise your setup for your Pot Buster then you are given two or three opportunites for Pot Buster as well as other things. For example we all know the common tick buster is 5P then Pot Buster. Now I agree 100% this setup is very predictable and your opponent may recognize it immediatley. Now come the other options. 1. 5K, Buster 2. 2K, Buster (Amazing how this setup confuses the shit outta people and watching the range in which Pot grabs is hillarious.) 3. 5k, HF Break, Buster 4. 5P HF Break, Buster 5. 2K, 5S, HF Break, Buster 6. 5P, Megafist FRC, 5P, Buster ( I only use this in corner and works about 80% of the time) Try some of these setups to see how your opponent reacts. Now you have other options that stem from these setups. When your opponent finally picks up these setups, 90% of the time they will jump, which gives you a free Heat. If they dont jump they will most likely stay in a ducking postion. From here you get a free 5D combo, which you can turn into an ID combo or go for a simple, 5D, j.HS, j.HS, Air Pot Buster. If you think using 5D with Pot is a joke and will never hit, then try asking players who play Reloaded online how many times I've landed ID combos on them. Matter of fact in the few matches I've had with Kugler I've landed my ID combos on him and we all know he has his GG knowledge down cold as well as the other pro players I've played online. The bottom line is as long you keep your ooponent constantly thinking then you can rely on both Pot Buster and Slide Head. I think relying too heavily on Slide Head is going to cause players to play too defensive, it just makes Potemkin look boring and gives people the wrong idea that he is too easy to play.
Hellmonkey Posted June 13, 2007 Posted June 13, 2007 japanese players do not care about flashy shit. they are out to win. spamming slide head is safe generally most of the time. one slide head is pretty much all you need to completely destroy them. potemkin buster set-ups? he's had them since XX; and guess what. the japanese have learned how to get out of most of them. so truth, although there still is okizeme to be had
Cyringohn Posted June 13, 2007 Posted June 13, 2007 That's basically it really. Even in previous games, I landed a lot more damage off stuff that wasn't PB than I did with it. It's a great move, but really it's great because it makes people scared to get thrown, which lets you hit with all of his other stuff. Players don't even attempt the set-ups anymore, though, which eliminates any potential fear that the opponent might be experiencing. No matter how excellent Slide Head is now, simply not doing Potemking Buster set-ups at all limits your gameplay, even if it's slightly.
Koozebanian Fazoob Posted June 13, 2007 Posted June 13, 2007 Now I agree 100% this setup is very predictable and your opponent may recognize it immediatley. Now come the other options. All of these setups are ancient and most of them aren't even that good. Most aren't even a mixup, since they can just reaction escape out of them. Hammerbreak really is pretty tired as well, it just isn't fast enough to be a good mixup. Hammefall FRC on the other hand is still quite good. When your opponent finally picks up these setups, 90% of the time they will jump, which gives you a free Heat. No they won't, they will back dash or uppercut, both of which will beat both PB and Heat. Heat/PB is not a mixup, never has been, never will be. If they dont jump they will most likely stay in a ducking postion. Maybe, but 5D is easily reactionable. EASILY, even by me, who is terrible at blocking Dusts. Online play doesn't count a single bit either. The bottom line is as long you keep your ooponent constantly thinking then you can rely on both Pot Buster and Slide Head. I think relying too heavily on Slide Head is going to cause players to play too defensive, it just makes Potemkin look boring and gives people the wrong idea that he is too easy to play. This part I agree with. Slide head is good but if you are a one tricky pony you will never get anywhere.
Mighty Posted June 13, 2007 Posted June 13, 2007 I dont really do many buster set ups these days, I do more like counter buster like ibing a drop in then buster, and ya hammer fall frc is one of the awesomest mixups but lately the person I play has adapted to those he can actualy back dash my hammer falls and escape even when I 6hs hammer fall.
Cyringohn Posted June 13, 2007 Posted June 13, 2007 Instinctively jumping to avoid attacks is a big no-no.
Koozebanian Fazoob Posted June 13, 2007 Posted June 13, 2007 I dont really do many buster set ups these days, I do more like counter buster like ibing a drop in then buster, and ya hammer fall frc is one of the awesomest mixups but lately the person I play has adapted to those he can actualy back dash my hammer falls and escape even when I 6hs hammer fall. Depending on how it goes, it's possible in some cases to FRC the Hammerfall on wiff and PB the backdash recovery. It's very hard but awesome when you do it.
Mike Z Posted June 13, 2007 Posted June 13, 2007 Corner combo time! I will post these on the off chance I don't get to make a vid of them, but I really want to since the 75% one on Chipp is stupid. First off, the old Slash-75%/now-100% tension corner combo of PB FRC 5H Giganter 6H HF FRC Heat/Extend still does decent damage. Only not really anymore since you can do more with less. 25% PB FRC 2H Heat PB FRC 2S 2H Heat (only some characters, and DOESN'T work all the way into the corner, must be slightly outside). Doesn't work on everyone that you can do 2S 2H Heat midstage to, but DOES work on Eddie. 50% PB FRC 5S APB. Pretty easy, works even with far Slash if you do 63214 9D, but that lands you outside the corner. If you get the forward-moving buster, a followup 5S 2H Heat has a 1-frame techable time in between the S and 2H, which is still usually worth it. PB FRC APB directly. Easiest on Axl, doesn't work on Jo. The BIG MINUS is you have to be an Eddie player to get the technique down. I'm not going to go into it, it uses all your fingers. The BIG PLUSES are: it's unburstable; it does over half damage by itself; the followup 5S 2H is untechable, if you manage to get a forward-moving APB, which is even HARDER. Same followups as above. Really ungodly difficult. PB FRC 2H HF/Break dj.APB. You must do the 2H as late as possible, and let the HF move forwards a slight bit before breaking. Followup 5S 2H has a 1-frame untechable time between. Technique explanation: To get a forward-moving dj.APB, hold 9, then as soon as you leave the ground swing through 9632147 3D. You have to do this slowly enough to get the height you need, but quickly enough that it combos. 75% PB FRC delay 5S 2S 2H HPB. Nearly as much damage as the now-100% corner combo I started with, for less meter. You need to delay the 5S until they are almost at the floor. Works from any distance with either close or far 5S, as long as they get hit by the 5S. PB FRC delay 5S 2S 2H FRC dj.APB. Ye gods, it's got 2 FRCs in it...but this combo does stupid damage. Followup 5S 2H or 5S 5S Heat has 1-frame untechable time. With followup, does more damage than any 100% tension combo I could find. Also, I was not able to get the APB to combo if I did 2H HF/Break instead of 2H FRC, but that could just be me sucking. In which case this is only 50%... PB FRC delay 2H Giganter, Bullet, then backward either 6H or 2S (2H if you're good) Heat/Extend. This combo at least works on Chipp, and with 2S 2H Heat does nearly 400 damage for 75% tension and landing him on the floor next to you. It's the reason I made this whole post. :^) The 2H must be done as late as possible, and he will bounce out of the corner over your head. Once I got a backward instant APB after the Bullet, but I could never get it again. Probably works on many other people as well. Mike Z
Spicy Salami Posted June 14, 2007 Posted June 14, 2007 All of these setups are ancient and most of them aren't even that good. Most aren't even a mixup, since they can just reaction escape out of them. Hammerbreak really is pretty tired as well, it just isn't fast enough to be a good mixup. Hammefall FRC on the other hand is still quite good. The thing is though the more they go unused the more ancient they become. In AC with so many players now expecting Slide Head spamming why not bring back these setups? Gwyrgyn I appreciate you took the time to read my post and cooment on it and I respect your opinions, its just that me and you play two totally different styles of Potemkin. I've seen your vids on Youtube and your style of play is a mixture of defensive and offensive. I see you know when to Pot Buster correctly and how to guard attack strings effectivley. Me on the other hand I only play a straight offensive and pressure oriented Potemkin. You wont see my blocking a lot because I'm always on offensive trying to pressure my opponents into making mistakes and messing with their heads. Cyringohn: I've read every post you've posted and agree with everything you say 100%. Your exactly right on the Slide head spamming issue and neglection of Pot Buster. I'm behind your thoughts 100%. Mike Z: Damn, I gotta try these combos out. You certainly know your shit when it comes to combos. What makes these great is that there all off Pot Buster I didnt get a chance to comment on your latest Pot vid and I have to say everything was awesome. Defintley like your creativity in your videos, epecially all your shit from MvsC2. Lol I gotta say those Potemkin sprites you made for the vid... priceless:toot:
koogy Posted June 14, 2007 Posted June 14, 2007 The thing is though the more they go unused the more ancient they become. In AC with so many players now expecting Slide Head spamming why not bring back these setups? Gwyrgyn I appreciate you took the time to read my post and cooment on it and I respect your opinions, its just that me and you play two totally different styles of Potemkin. I've seen your vids on Youtube and your style of play is a mixture of defensive and offensive. I see you know when to Pot Buster correctly and how to guard attack strings effectivley. Me on the other hand I only play a straight offensive and pressure oriented Potemkin. You wont see my blocking a lot because I'm always on offensive trying to pressure my opponents into making mistakes and messing with their heads. dude, offensive potemkin = the easiest potemkin to own. if all you're doing is pressuring me, i can easily get you away from me. all the while you get close enough to me to pot buster / heat grab, i can just poke you away / do basic counters all day long. why do you think the japanese spam slide head in the first place? because they can never get in to be offensive without an easy knockdown first. if you want to play a mindlessly offensive character, play millia or something. potemkin has to sit back and take naps most of the round in -tournament- play, and when they get one slide head, the round is instantly in their favor. rush rush rush is a sure way to get destroyed. forgot to mention; by playing offensive mostly, you WILL eat mix-ups more often. in GG, the most important part of the game is DEFENSE. if you cannot defend and constantly try to get out of pressure, you will absolutely lose in a high level match. not to mention, most characters have easy counters to pot buster / heat grab "mix-up". so all you're doing is K -> pot buster style set-ups, you're going to eat damage every time. nobody cares about old style set-ups. the entire point of potemkin's new game is he doesn't need to use escapable throw set-ups anymore; he can use gay-ass nearly unescapable slide head mix-ups to get in, and then destroy shiz. so yes. you have your own style. gwygy is talking about a style used in tournaments that's proven to be effective by both the japanese and his own style.
Mighty Posted June 14, 2007 Posted June 14, 2007 I thought people knew most of those combos, anyways i cant beleive you can pb frc 2s 2hs heat chipp of all people to much damage on him mid screen. basicly with chip one buster and its game over unless hes at full health. I guess ill share some of the combos i been using hammerfall frc c.s f.s tk buster (need to be close enough) dust combo jh,jh,jk,js,jp,jk tk buster (simple dust combo does about 40-45%)(depending on some chars hitboxes it will take 2 jp's wich lowers the dmg very minimal) for a over head combo i like to 6k 2h hfb jp,jk tk buster if you land in the corner on some chars (the only ones that come to mind is chipp venom and eddie im sure there are a few more just cant think of em and havent tried every char) you can 5s 2h heat or if you land in corner you can procede to air buster loop with c.s f.s tk buster does heavy damage.(edit i forgot to mention that the air buster loops work on all chars not just the mentioned ones) theres more these are just at the top of my head.
raekw0n187 Posted June 19, 2007 Posted June 19, 2007 I know some peeps have trouble with them. The different TK Air busters you can do. Back Sj buster Do a clockwise 360 motion as fast as you can. You must start at forward or Up forward and end at forward. So it's starting at 6-360motion-6 dust. Moves them forward. Straight up Air Buster Swing the stick half circle back from 6(63214), then 8 to 6. You can roll it from 8 to 6 if you like(896).(63214896) Keeps them in the corner also. The forward moving Air Buster. Same as the straight up buster instead of 8 go to 9 then six(96) (6321496) Moves backwards. To do normal jump TK busters just do the respected motions slower. They combo off of slashes,and 2hs in the corner too Normal jump TK busters are faster than jumping and doing the motion. They also activate at the height restriction line for doing a APB. Thanx for mike and others who touched on the subject also. In my eyes these are a lil easier than jumping or super jumping then doing the motions. If you played marvel u might like these.
bolt Posted June 20, 2007 Posted June 20, 2007 Does the "Potemkin Buster FRC mid-screen follow-up combo" works on all characters or everytime on some characters? I'm having troubles nailing the mid-screen follow-up combo on these characters; Ky, Robo-Ky, Venom, A.B.A., Johnny, Eddie, Testament, Baiken, Jam, Dizzy Anyone having the same problem? Any suggestions/tips? Any help would be greatly appreciated.
POscrub Posted June 20, 2007 Posted June 20, 2007 bolt: On page 16, there's a listing (use the 2nd one, it's more accurate, but read both for the notes) for which combo to use on which character. Supposedly, Ky, Robo-Ky and A.B.A. are easy to hit with PB FRC 2S, 2H -> Heat. According to the wiki notes, you'd want to hit with the 2S as soon as possible though. See wiki notes for details. Venom also gets hit by this combo. According to the wiki entry, you need to hit Venom as soon as possible with the 2S, then delay until 2S has pulled them in fully before you 2HS. Johnny, Jam, Baiken, and Dizzy are all listed under PB FRC, f. S, 2S -> Heat. So make sure you're using the right combo. Eddie and Testament are listed under PB FRC, 2S -> Heat.
Henaki Posted June 21, 2007 Author Posted June 21, 2007 lol pot buster setups are like, only useful if you don't have 60% tension or you're fighting OS after you get a slide head combo off or your opponent is immensely retarded and does something really punishable.
Mighty Posted June 21, 2007 Posted June 21, 2007 Uh.....no pot buster set ups are usefull just dont revolve your game around it or youz gunna die
Koozebanian Fazoob Posted June 21, 2007 Posted June 21, 2007 Part of the problem is that Pote Buster and Slide Head both are escaped the same way... jump or back dash. Slide head is just much more solid in a lot of situations because you can actually use frame advantage with it, unlike Pote Buster where you MUST wait 5-6F after hit/guard stun is already over before you can even attempt it. So for example if you knock down and do oki Giganter, you can slide head for a hard to escape unblockable, or setup for a tick throw which is much easier to escape from. Likewise, why do oki Pote Buster (which can't hit until the 5-6th frame) when you could do Oki Slide Head which can hit on the first frame of wakeup? PB still has plenty of uses in mixups, such as any time you can't get big advantage or force a strong block. But as it has always been, PB is more useful because it is threatening than it is for actually hitting people with. PB also does a lot more damage too, assuming you can get a follow up combo off it. PB also still has the advantage of being fast as hell. With the addition of Slash Back, now you can escape half of anything people throw at you if you have good enough timing.
Greedy One Posted July 6, 2007 Posted July 6, 2007 Does anyone have a link to the video in which PO uses his unblockable properly?
Pezzuti Posted July 8, 2007 Posted July 8, 2007 Yeah, greedy, that would be nice hehe. BTW, i'm having trouble trying to land a Gig oki on Dizzy. It seems that after a Heat she falls too away from Pote, so I do Gig and it takes too long to hit her on guard, leaving her time enough to do a backdash and fuck up my unblockable =/ same with May. Am I a dumb or there's really a problem doing Giganter Unblockable on light charas? Also, that bastard Order Sol never falls on this setup. I think that's a bug from the game, right?
Cyringohn Posted July 8, 2007 Posted July 8, 2007 Giganter set-up doesn't work for everybody, methinks. Want to think that on some characters, like I-No, it just never works the way it should; it'll always OTG her or not hit until she's had time to stand up and back dash.
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