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Posted

I feel like grapplers tend to fuck up final bosses, and even high-level CPUs in general. Unless they're immune to being thrown. "Huge damage throw with good reach" isn't something they're typically programmed to deal with for whatever reason. Like, they don't look for tick throws. Not sure if that applies here, but it's something I've noticed playing fighting games.

 

Also I take it ICPM just beats super armor? Which is why it kills Calvados. I guess it's a hit grab.

 

I am get excite for tomorrow. Gotta grab a PS4 tonight...

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Posted

Also I take it ICPM just beats super armor? Which is why it kills Calvados. I guess it's a hit grab.

No, it just lets Potemkin compensate for his lack of mobility and dodge the beam. Since her meter gain is so ridiculous, she can do it three or four times in a row, so even if you block it, you have to close the distance afterwards, and ICPM is the only way to do so after being pushed so far away.

Posted

No, it just lets Potemkin compensate for his lack of mobility and dodge the beam. Since her meter gain is so ridiculous, she can do it three or four times in a row, so even if you block it, you have to close the distance afterwards, and ICPM is the only way to do so after being pushed so far away.

 

Oh, okay. Thought you were just hitting her with it or something.

Posted

I was trying to do YRC Hammerfalls full screen to close the distance but considering that Ram usually does the beam after knockdown it was never fast enough. ICPM would have helped if I can just remember it exists (that goes for VS too, ICPM YRCs are really fun).

The time when boss-Ram in a CORNER with 100% meter though, you're dead. You're just dead. 3 bloody beam supers in a row, and often that spinny bladey thing afterward if you didn't get chipped out by that point.




By the way, does anyone yet have a tutorial for those 6K corner loops? I don't even know where to start, and a slow-mo video breakdown would be helpful.

Posted

I think you should start at learning the timing/input method to do the 6K>HFB, that's the key for the combo
And i don't think there will be a tutorial though, it's just the matter of practice
And according to frame data and what i've seen, 6K>HFB in Xrd is easier than 6K>HF on crouching in AC, so it's def doable 

Posted

Anyone else play on pad? I'm having a real hard time with even 6HS->HFB

 

Just want some reassurance that you can even do it fast enough on pad I guess...

 

Or maybe I'm just venting my frustration like everyone else.

Posted

Anyone else play on pad? I'm having a real hard time with even 6HS->HFB

 

Just want some reassurance that you can even do it fast enough on pad I guess...

 

Or maybe I'm just venting my frustration like everyone else.

 

You'd think it'd be easier, assuming you're good with pad. Since your thumb doesn't have to move far at all, compared to stick movements.

 

I suppose I'll find out tonight though.

Posted

With learning 6k>hf please don't start off learning it point blank. It's just not wise and will take u forever.

Start off with 5k>2s>6k>hf. It's the right distance for later combos and block strings. Then move to rc'ing the hf to 6k. Then 2s after rc>6k, and finally rc>6k>6k>2s. This will give you a great base to bust out 6k>hf anytime.

Posted

With learning 6k>hf please don't start off learning it point blank. It's just not wise and will take u forever.

Start off with 5k>2s>6k>hf. It's the right distance for later combos and block strings. Then move to rc'ing the hf to 6k. Then 2s after rc>6k, and finally rc>6k>6k>2s. This will give you a great base to bust out 6k>hf anytime.

 

Yeah, I am just not used to charging for HF during a single normal so i was trying to learn it with 6HS since it doesn't matter how close or far you are and it has a relatively long windup, but still having trouble getting it

Posted

Meaty 6H> 236P is a good option on wakeup if you're too far to try and do something offa 5K, right? This has been winning me a shitload of matches today. I should rip off FAB more often!

Posted

Meaty 6H> 236P is a good option on wakeup if you're too far to try and do something offa 5K, right? This has been winning me a shitload of matches today. I should rip off FAB more often!

 

Yeah it's definitely good at the right distance. 6HS->HFB is preferable probably in most situations but you need to be a little bit more closer than you do for 5H->236P for that to be most effective. Only problem with 236P is that you aren't + on frames so just make sure to not get comfortable doing it too close to em

Posted

It wasn't given to me, but thanks for whoever gave the vs I-no advice, that match can be a nightmare. I basically just realized I need to be more proactive, in general I've been far too passive with my Pot play, probably because i was using PotBuster as a kind of crutch.

 

Part of it is my own lack of skill and rustiness but I feel like a large chunk of the cast gives me a huge problem.

 

So, any tips vs a good Ky? I can't really find a place to start offense

Posted

Don't fall on his frame trap while you're in pressure, especially corner pressure, learn to IB some important move( IBing a max range stun dipper and you can 2D punish, IB the 6K in his blockstring and PB, you can catch anything he do outside of jumping or DP,etc...). Flick the CSE,SE when u can and it's safe.
On offensive, you can safe jump Ky after 2D knockdown with super jump jS(OS with 2K to catch backdash)
 

Posted

Thanks I didn't know about the 6K IB punish. Can't pull it off yet though lol

 

So, how do people keep their morale up when half the cast now is the type of character Pot has a hard time with. I just fought an Elfeldt like 15 matches in a row and won like two of them. To say nothing of Zato, Ino, Ram, Axl(a little less bad in some ways), Chipp, Venom, Faust, etc. etc.

 

It just sucks when every character that's popular is your bad match.

 

Edit: Like with Zato, even if you manage to kill Eddie, it's still really hard to deal with Zato because of bullshit like Invite Hell. Pot has literally nothing he can do to that that's decently safe. If Zato's doing it it's either where you're forced to block it, like on wakeup, or at full screen like a wall, and even then even if you try to walk up to it to FDB, it's not like he's going to let you do that for free, so like what the fuck do you even do 

 

Edit 2: And while I am complaining, it's not all bad, true I am learning and I can at least feel I'm getting a bit better(though my execution is another story)

Posted

Invite Hell: instant block, walk forward, build meter. Become a wall. Do not let him escape the corner. Crush his puny zombie bones.

Posted

Has anyone gone about putting together a list of moves Potemkin can flick, like we had for AC? Of course there's the obvious ones, but I do recall a few far less obvious moves being flickable in previous games (Mist finer, second part of Tyrant Rave, etc).

Posted

FDB List

Axl- Sickle Flash, Melody Chain
Bedman- Task A(can flick twice), Deja Vu A, Task A', Deja Vu A', Deja Vu B, Deja Vu C
Chipp- Gamma Blade
Elphet- Berry Pine (Initial Toss and Explosion can be flicked), Aim Ms.Travailler (S) Regular and charged version.
Faust- What could this be- Bomb, Meteor, hammer, mini faust, poison, 100-ton weight (will still knock down Faust when flicked), Love
I-No- Chemical Love, Antidepressant Scale
Ky Kiske- Stun Edge, Stun Edge Charge Attack, Aerial Stun Edge, Grinder Stun Edge, Grinder stun edge charge attack (can be flicked twice), Aerial Grinder Stun Edge
Leo Whitefang- Graviert Wurde
May- Applause for Victim, Don't Miss it
Millia- Silent Force, Tandem Top, Secret Garden
Potemkin- Trishula, Slide Head, FDB (reflect projectile only not move)
Ram- Cassius, Launch Great Sword
SIn Kiske- N/A
Slayer- Helter Skelter
Sol Badguy- Gun Flame, Dragon Install Gun Flame
Venom-Stinger Aim, Carcass Raid, Generate Ball(the balls when they are hit, not the move), QV
Zato=1- Invite Hell, Eddie Drill Special

I might have missed some.

Posted

Invite Hell: instant block, walk forward, build meter. Become a wall. Do not let him escape the corner. Crush his puny zombie bones.

 

Is it really that simple? I feel like even if I instant block he still has a ton of time to IAD in or just poke me with his much faster attacks.

Posted

Is it really that simple? I feel like even if I instant block he still has a ton of time to IAD in or just poke me with his much faster attacks.

 

Yeah a lot of his strategy seems to just be "just walk forward and block as necessary." Then the fun times happen when you inevitably back them into the corner and they panic.

Posted

So uhh, how do you fight Chipp?

 

Or is it just the same answer with everyone...?

 

Edit: Also, why does he do as much damage as Pot? That is is fucking retarded.

 

Edit2: I can barely even jump! If he has meter he can just YRC some shit and air throw me on reaction. WTF

 

Edit3: ...And Millia for that matter. I don't even know how you can block TK Badmoon.

Posted

input buffers own. you can do raw 6K brake like so:

 

6K~[4]6+P+H

 

this should greatly simplify your looping experience. happy holidays

Posted

input buffers own. you can do raw 6K brake like so:

 

6K~[4]6+P+H

 

this should greatly simplify your looping experience. happy holidays

 

How is this different from how you do it normally?

Posted

input buffers own. you can do raw 6K brake like so:

 

6K~[4]6+P+H

 

this should greatly simplify your looping experience. happy holidays

It's the normal way though

And IMO, the loop is not complicated, it's just the matter of charge and timing. Hard and complicated are 2 different term

Edited: Aw sorry :-p, just saw the difference :D

Posted

Jesus christ even shitty Fausts are a huge problem. Couldn't they have given Pot at least ONE DAMN THING that helps with his huge amount of bad matchups? I really hope they give him something if/when they update.

 

Don't get me wrong, I know I'm bad, I know my defense still sucks. But for Pot's bad matches, when they're at my level, they get to do almost whatever they want because they just already have way better tools. 

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