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Posted

Play a very safe mid-game, walk forward a lot to build meter. IB everything to build it. Spend bar on Guard Cancels when you can. Flick any notes you can. 5H and f.S are still your best friends for poking when you have the room, even eating a CH on trade with your 5H is good overall. FDB physical hit is actually a very solid poke this game in general too, especially near the corner.

FDB the Note when you can, but this move is kinda retardo because of how good her control is on it, get good at identifying how it can move so you can learn to just straight up walk forward under it when you know it isn't going to hit. If you get a flick, move your ass in there and/or go for unblockable setups. Be ready for her to try and superjump -> air dash out, raw YRC is a really solid option for this since the reflect wave will keep moving and make unblockable setups much easier and her jump out much worse.

Hammerfall YRC sucks in this matchup because HCL->VCL stuffs it on reaction. If you're going to use it, YRC very early, don't try to YRC in reaction to HCL. Don't try to FDB the HCL it isn't gonna happen.

You can 5P out of overhead > land > overhead setups. 2P to beat Big Tree and free knockdown. 6P is generally too slow to beat any mixups but it'll beat dash->airdash ones typically. Backdashing at the right time to fuck up her air mixups can net you a free throw but this is very, very sketchy since she has so many mixup options. Giganter is not a great option most of the time because it's too slow and YRCable on reaction, but if you can at least force a block that's not a terrible place to be. Reverse Megafist is foot invuln on startup and puts you into the air, this can beat low oki but it's hyper risky so be ready to cancel it. Reversal Hammerfall YRC can be used to beat certain okis but most of I-nos stuff is too fast for this. None of those options are really all that great, just have very good reactions and guess well, and make sure when you do block right that you use that chance to get the hell out of there.

Blitz Shield is also a thing, don't forget. You need time to get it out there and you've still got to guess, but it's half the cost of a guardcancel and at worst you get a free mixup off it.

Once you get on offense you better land your shit perfectly because you don't get many chances. Her only reversal attack option is her super which is kinda BS good, not sure if you can do anything on reaction to the superflash or not, I'll have to test later. Dead Angle is another option she'll use a lot, you can beat DA with Hammerfall which is very swag but you've got to be ready for it. Expect her to backdash a LOT on wakeup or to escape ticks, so use anti-backdash strats frequently. 2P -> 5HS is a great tool for this. Use 6HS on occasion, it's the perfect anti-backdash normal and if you happen to score a CH, you won the round congrats. Jump in raw YRC is a good tool as well here, it can mess with her timing. Option Select jump in j.S should work too but I'll have to test her BD range to see if it's just free or not.

This matchup sucks a lot, HCL/VCL are both pretty bullshit broken moves and you've got just to deal with them. You'll have to spend most of your meter getting out of pressure so you'll rarely have any for big combos. Good luck!

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Posted

Oh yeah here's another helpful bit: I-No's got a fat/floaty air hitbox so you can double-Heat her in the corner. That's actually super useful because it builds about 45% meter, which would help make up for all that bar you wasted trying to get her off you or get in on her. :I:

Also in regards to her dumb reversal super, it doesn't appear like you can do anything after the superflash except block?? Like, you can't reversal reaction with Giganter or anything like that. Weird.

Posted

This will be my first Grappler... I'm nervous. How would you guys explain the way you get a feel for other players when playing Potemkin or Grappler's in general?
 

Do you guys have a way you like to really test the water and get a feel for them? I understand it's kind of a hard thing to explain but I'm curious to hear people's experiences and thoughts on it.

Posted

Oh jeez. I've noticed my main use of buster is trying to grab 'em as soon as they hit neutral upon wake-up. I've got a feeling this is a bad habit; are there any other situations I should be looking to buster outside of knockdown and turtling? I'm missing 2S's vaccum so much already ;-;

Posted

I've gotten some mileage out of 236P > Buster when they block the 236P. If you're fancy (and a wizard), you can cross them up with 236P and do Buster.

Posted

Oh jeez. I've noticed my main use of buster is trying to grab 'em as soon as they hit neutral upon wake-up. I've got a feeling this is a bad habit; are there any other situations I should be looking to buster outside of knockdown and turtling? I'm missing 2S's vaccum so much already ;-;

 

Throwing them after their wakeup is an option, especially if you've established a late oki game and they've started respecting it. Other good times to throw include after a 5P, 2P, 5K, or c.S, after a string into Hammerfall Brake, as they attempt an approach, during some traveling moves with throwable startup (Ground Viper comes to mind), and as a punish.

 

I've gotten some mileage out of 236P > Buster when they block the 236P. If you're fancy (and a wizard), you can cross them up with 236P and do Buster.

 

236P's an alright tick grab since it's "airtight" with regards to the unthrowable window after blockstun, but like any tick grab they have time to act and could potentially counter you, especially since it's a move that most people know is unsafe on block, so they get used to punishing it.

Posted

I've gotten some mileage out of 236P > Buster when they block the 236P. If you're fancy (and a wizard), you can cross them up with 236P and do Buster.

236P is unsafe on block.  In throw range they should be able to mash throw you for blocking megafist, and some character can straight punish blocked megafist, adding PB startup with it them not punishing or mashing backdash is just poorly reacting to it.

Posted

So... first serious attempt at learning a GG title. Always play the heavy characters in "Anime" fighters / Charge characters in SF... that being said really trying to play Potemkin... but i'll be damned.. his command grab input.. just fucks me.. any advice?

Way too used to 360s so I feel you. My problem is that I miss 4 in 632146 and end up getting 6P. I tried mashing out a full 360 once (632147896) and it came out, but obviously that's still more effort and you can't do it jumping. Strangely I have no problem doing Abel's Tornado Throw (63214P) in SF but that's probably due to me not cutting the half circle motion short. If you don't hit 4 on the stick then potemkin buster won't come out. Now, if only I can get the direction correct... I haven't touched potemkin in a long time so I'm really starting to miss being able to do a 360 in any direction

Posted

This is probably discussed quite a bit but how do you guys do 6k to Hammerfall? I swear you gotta be lightning fast to go from 6 to 4 to get that charge that much faster

Posted

This is probably discussed quite a bit but how do you guys do 6k to Hammerfall? I swear you gotta be lightning fast to go from 6 to 4 to get that charge that much faster

 

You figured it out. I'm up to two reps. Sometimes.

Posted

236P is unsafe on block. In throw range they should be able to mash throw you for blocking megafist, and some character can straight punish blocked megafist, adding PB startup with it them not punishing or mashing backdash is just poorly reacting to it.

Yeah, don't rely on Megafist too much. It's -4 on block normally, even worse on IB. You should never be using it close enough to get normal thrown on block, just make sure you space it carefully.

You figured it out. I'm up to two reps. Sometimes.

I'm up to 3 reps reliably now. 4-5 reps is where the difficulty skyrockets because of hitstun decay and more difficult links.

Just try this easy-ish one:

2P 2K 2D RRC, Pause, 6K HFB, 6K HFB, 2S 6K HFB, 2S Heat

The first HFB is easier because of the extra travel distance of the 6K (you can walk back to increase distance and give them time to fall down farther, which makes the last rep easier to hit). Second HFB is easier because you are comboing to 2S instead of 6K afterwards. Third HFB is easier because you are canceling from 2S so you have all the extra hitstop to buffer back. After that, just 2S Heat is quite easy to hit.

Also for a big HPB finish, recall that 2H is even faster than 2S, and c.S even faster than that. So you can make 4-reps easier in a similar way:

CH FDB, 6K HFB, 6K HFB, 2S 6K HFB, 6K HFB, c.S 2H HPB

For lightweights you might want to omit the c.S, either way the last link isn't real hard.

Posted

Weird...

HammerFall RC 6K HFB 6K HFB (2S) the enemy keeps getting to tech on the 2S part....

Raw Hammerfall hit? Anywhere from 3-5 reps depending on the character you are hitting and how impeccable your timing is.

Few tips:
- Try starting with 6K first instead of 2S
- Don't 6K immediately, give them some time to fall down. Height is very important for maxing out rep count.
- If you are deep near the corner, walk backward a little bit first. The farther away from the enemy you are when you start your 6K, the easier the break timing is.
- The reps with 2S 6K are much easier to time, and push you back farther which makes the next raw 6K easier. But they also raise them up higher, so may reduce your total reps.

Try this for starters:

Hammerfall RRC, 6K HFB, 2S 6K HFB, 5H Heat


If you can do that reliably, stick in another rep:

Hammerfall RRC, 6K HFB, 2S 6K HFB, 6K HFB, 5H Heat


And if you can do all that, move your 2S 6K rep later and do this:

Hammerfall RRC, 6K HFB, 6K HFB, 2S 6K HFB, 6K HFB, 5H Heat"

 

Posted

 

Weird...

HammerFall RC 6K HFB 6K HFB (2S) the enemy keeps getting to tech on the 2S part....

 

You either aren't breaking the second 6k fast enough, or you are doing the 2s too late, it definitely works though. After HF>RC in the corner you can get 6H>HFB>2S>6K>HFB>5H>Heat Extend for monster damage and in my opinion it is easier than 6K loop followup.

Posted

Yea this I can do.
But it doesn't work on some character like AXL.

You either aren't breaking the second 6k fast enough, or you are doing the 2s too late, it definitely works though. After HF>RC in the corner you can get 6H>HFB>2S>6K>HFB>5H>Heat Extend for monster damage and in my opinion it is easier than 6K loop followup.

Posted

Some characters are lighter/heavier/floatier than others so you'll have to adjust based on that. Hammerfall floats a bit higher than some other starters so you may want to either cut out a rep or use 2S earlier. Basically what Red Star suggested, though I believe you can get another rep in there if you want to.

Once you've done them enough and you have a vague idea how different character's hitboxes work, you can just sort of eyeball how many reps to go for.

Posted

Is there a reliable way to tell the timing for 6HS > Hammerfall? I just spent 70 minutes on Potemkin's challenge #32 and finally beat it, yet I'm still not sure on the timing of that cancel. It's a nightmare.

Posted

Not as far as I know, you just get used to it after a while. That particular link (6H HFB 2S isn't it?) is really, really hard though.

By the way I tried the combo after Hammerfall RRC, you can actually get full loops after it, you just have to give them some time to drop a bit. It floats them high, but has enough hitstun to cause a hard knockdown. Very easy to end up very close in the corner with it though which makes the loops harder.

Posted

Is there a reliable way to tell the timing for 6HS > Hammerfall? I just spent 70 minutes on Potemkin's challenge #32 and finally beat it, yet I'm still not sure on the timing of that cancel. It's a nightmare.

 

All's I can tell you is that it's 30 frames. Beyond that, you just have to get used to it.

Posted

Is there a reliable way to tell the timing for 6HS > Hammerfall? I just spent 70 minutes on Potemkin's challenge #32 and finally beat it, yet I'm still not sure on the timing of that cancel. It's a nightmare.

You have all day but your sense of urgency is messing with you. Once you do 6hs just charge and soon as you see the hit spark do hammerfall. It's actually pretty lenient it's just that the move done going from forward to charge. You recognize you did 6hs pretty late and still get a charge for the cancel.

Also the key for combos like that is the hf break and how fast you execute out of the break. I'm talking for combos like the last trial.

Posted

Arcade mode Ramlethal is the biggest steaming pile of shit created for Pot. What a fucking boring boss to fight.

You won't believe how many fights I lost against her before I realized that I can just ICPM on Calvados's start-up. Also, she has no idea what to do against j.D whatsoever.

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