Jandr Posted December 19, 2014 Posted December 19, 2014 This version of pot only seems decent if you are fab . Especially since online doing the max damage combos is insane. Local play can 6k corner loop, 6k hfb loop all day, ol forget abouuuuut it. Plus 2s not vacumming is really sad. Also forget about pot buster yrc option select online, I always get prc, and waste meter.
Meowmix Posted December 19, 2014 Posted December 19, 2014 Hey guys, I have a crazy idea: How about we use this thread to discuss general strategy, match-up info, and gameplay tech in regards to Potemkin, instead of bitching and moaning? Buttblasted that you keep getting bodied? Pick a different character or git gud. Upset that online is unplayable? Don't play online. There's no need to come in here and drown the thread out with your tears. Back on topic, do we have a definitive list of who Heat Knuckle > Heat Knuckle works against in the corner/what situations it works on them if everyone? I'm playing around with some corner combos, and if this info is already known, I'd like to save myself some time.
badgerfan20945 Posted December 20, 2014 Posted December 20, 2014 This version of pot only seems decent if you are fab . Especially since online doing the max damage combos is insane. Local play can 6k corner loop, 6k hfb loop all day, ol forget abouuuuut it. Plus 2s not vacumming is really sad. Also forget about pot buster yrc option select online, I always get prc, and waste meter. I don't see why people use that pot buster yrc. It kills tension gain and you risk losing 50 meter. To be honest I don't think i've seen FAB do it at all, and Konsome did it once I think? The reward isn't that great anyways so I didn't bother learning it. Â As for the Heat > Heat combo, I don't know the specifics of it but I know it works on I-no and Faust, and you have to be really close in the corner.
Red Star Posted December 20, 2014 Posted December 20, 2014 Speaking of faust, what is the Dust follow up combo against him? j.H > j.H > j.S > j.H > ICPM doesn't work since he can tech after j.S. Best I got is Dust>j.H>j.K>Double jump j.S>j.H>ICPM. The double jump towards after the j.K lets you be close enough for j.S>j.H>ICPM to connect.
Koozebanian Fazoob Posted December 20, 2014 Posted December 20, 2014 I don't see why people use that pot buster yrc. It kills tension gain and you risk losing 50 meter. To be honest I don't think i've seen FAB do it at all, and Konsome did it once I think? The reward isn't that great anyways so I didn't bother learning it. As for the Heat > Heat combo, I don't know the specifics of it but I know it works on I-no and Faust, and you have to be really close in the corner.They use it all the time and it's really good. You won't lose 50% unless you screw it up, which is pretty difficult because it's REALLY easy to do. One of his best tools easily and it's not even difficult thankfully.You don't see them use it often because if the PB hits, you don't see anything except a PB.
Red Star Posted December 20, 2014 Posted December 20, 2014 YRC burst bait option select should be mentioned here, although it is a universal mechanic. Given how short his combos are for the most part, they are pretty easy to option select, if you have over 25% tension and less than 50%.http://youtu.be/AV34Smy3-Tc?t=5m The sequence by FAB basically strips burst as an option. He is guaranteed to either get S>Extend or S>YRC after giganter bullet. It is a good example of a pretty obvious burst area being punished with an easy option select. All that one needs is attention to meter. Â
Circuitous Posted December 20, 2014 Posted December 20, 2014 Tempted to make a Corner of Shame thread and stuff all you whiners in it. Potemkin's not as good now, we get it. Those of us paying attention had a year to watch how he dealt with matchups and take notes before jumping in.You wanna know how Potemkin deals with Faust? Try here. Want more? There's this, too.We all have to put in work now. Get to it.
Gasaraki Posted December 20, 2014 Posted December 20, 2014 Tempted to make a Corner of Shame thread and stuff all you whiners in it. Potemkin's not as good now, we get it. Those of us paying attention had a year to watch how he dealt with matchups and take notes before jumping in. You wanna know how Potemkin deals with Faust? Try here. Want more? There's this, too. We all have to put in work now. Get to it.  Yeah, you're right, I was just frustrated. My bad, I'm over it and moving on to just practice lol  Thanks for the directory links, that is super useful
Koozebanian Fazoob Posted December 20, 2014 Posted December 20, 2014 Since someone asked, here's the characters that Double Heat works on:Faust, Sol, Potemkin, Slayer, I-No AxlI tested using 2H Heat. 5K 2H Heat, Heat also works. Let me know if I missed any characters.
Uncivilized Elk Posted December 20, 2014 Posted December 20, 2014 Honestly I really like this version of Pot, because YRC shenanigans with him are super fun. He's obviously worse than in +R but I enjoy playing him way more. And while it's usually quite unsafe, it feels fantastic when you YRC ICPM (when an opponent is doing a projectile or something), fly across the screen and land behind the opponent and give them a Potemkin Buster. Trishula or whatever his flame pillar is called though... that I still rarely find a decent use for...Â
Jandr Posted December 21, 2014 Posted December 21, 2014 Honestly I really like this version of Pot, because YRC shenanigans with him are super fun. He's obviously worse than in +R but I enjoy playing him way more. And while it's usually quite unsafe, it feels fantastic when you YRC ICPM (when an opponent is doing a projectile or something), fly across the screen and land behind the opponent and give them a Potemkin Buster. Trishula or whatever his flame pillar is called though... that I still rarely find a decent use for... ICPM yrc is awesome. Another cool little yrc gimmick is when someone uses a meaty projectile trisula yrc. If you time it right will pass right thru you. Havent used it in a match however, just found it in lab.
Darlos9D Posted December 21, 2014 Posted December 21, 2014 I really gotta agree with Elk. Maybe it's just because I'm online and nobody can react to this shit right now, but YRC shenanigans feel SO incredibly good with Pot. I know some of his tools like 2S and 6P and Heat don't quite stack up to some of their earlier versions, and it does make things awkward. But god damn whenever I do HF YRC Buster I get ROCK HARD so hype. Â It almost feels like if just ONE of his more lackluster aspects was buffed even a bit, he'd suddenly shoot up the tier list. Â Also I sorta feel like 6K was given to him to sorta make up for the loss of vacuum on 2S. Though you need to HFB it or RC it in some manner to make that work right. Thankfully 6K HFB isn't THAT hard. I just need to get into the habit of doing it. Â Though I guess you could also just do HF right off of 2S. Or whatever else you're blockstringing with. Is there any advantage to using 6K in a blockstring over HF, even if you cancel it somehow?
Jandr Posted December 21, 2014 Posted December 21, 2014 Yea using 6k hfb in a blockstrings has worked well for me to set up pot busters, more pressure, and heat anti air. People tend to get nervous in that situation, especially in corner. I would say the big advantage is building up their guard guage, and if you are connecting more damage.
Koozebanian Fazoob Posted December 21, 2014 Posted December 21, 2014 Yeah, 6K is good for tagging people trying to jump out of your stuff in the corner due to how high up it hits. It's also at frame advantage after a HFB and it keeps you real close.Don't forget you can also cancel 6K into FDB, which actually works sort of as a frame trap. On CH FDB you get full 6K loops for free. On block it's still +2, so you get to continue pressure after it.YRC stuff is just absurdly good for Potemkin in general, basically every special move he has massively benefits from it. Megafist YRC is actually really good too because it will let you stuff AA attempts. Reverse Megafist YRC can be used as a reversal in some cases, while it's risky it's an option. Slidehead, Heat, both great to YRC on wiff too.Another fun fact, if you do 5H RRC Slidehead on block, unless they IBed the 5H, the slidehead is guaranteed. Got 100% bar and just need to close out the round? Do this, combo into 6H or full 6K loops.
Jandr Posted December 21, 2014 Posted December 21, 2014 Yeah, 6K is good for tagging people trying to jump out of your stuff in the corner due to how high up it hits. It's also at frame advantage after a HFB and it keeps you real close. Don't forget you can also cancel 6K into FDB, which actually works sort of as a frame trap. On CH FDB you get full 6K loops for free. On block it's still +2, so you get to continue pressure after it. YRC stuff is just absurdly good for Potemkin in general, basically every special move he has massively benefits from it. Megafist YRC is actually really good too because it will let you stuff AA attempts. Reverse Megafist YRC can be used as a reversal in some cases, while it's risky it's an option. Slidehead, Heat, both great to YRC on wiff too. Another fun fact, if you do 5H RRC Slidehead on block, unless they IBed the 5H, the slidehead is guaranteed. Got 100% bar and just need to close out the round? Do this, combo into 6H or full 6K loops. Really appreciate that last tidbit.
Darlos9D Posted December 21, 2014 Posted December 21, 2014 Really appreciate that last tidbit. Â Wow, yeah. I was actually wondering how to more reliably get a slide head > RC > 6H at the end of a match when their health is real low.
Uncivilized Elk Posted December 22, 2014 Posted December 22, 2014 You won't lose 50% unless you screw it up, which is pretty difficult because it's REALLY easy to do. No, it's not "really" easy. It's actually pretty damn tricky because it's fine balance between YRCing before the grab even comes out and PRCing because you waited a tiny bit too late. The window is quite tight and I wouldn't label it easy when you have to get it out in the heat of the match, much less really easy.  Unless there's some trick input other than inputting 3 buttons after P, but not too early after P (because then you don't even grab).
Soviet Bear Posted December 22, 2014 Posted December 22, 2014 Worse or not, Xrd is the first time I enjoyed playing Potemkin. The new RCs and Blitz Shield do so much to make him a fun character. And his new moves are super dope.
Jandr Posted December 22, 2014 Posted December 22, 2014 No, it's not "really" easy. It's actually pretty damn tricky because it's fine balance between YRCing before the grab even comes out and PRCing because you waited a tiny bit too late. The window is quite tight and I wouldn't label it easy when you have to get it out in the heat of the match, much less really easy. Â Unless there's some trick input other than inputting 3 buttons after P, but not too early after P (because then you don't even grab). Are you playing on pad? With Stick it is super easy in any decent connection. Local play even easier then the hit stop option selects from sf4. The key is as soon as you input p for the pot buster, immediately smack p k s. After about 5 mins in the lab you should have the rhythm down. It is really worth learning, Once you get decent with it, then you can add heat to the end. If done quick enough, if you get the yrc (opponent jumped), heat will come out and catch them. This isn't a perfect option though since alot of characters aerial normals on jump or jump back will beat heat, also does nothing to catch backdashes.
Jandr Posted December 22, 2014 Posted December 22, 2014 Worse or not, Xrd is the first time I enjoyed playing Potemkin. The new RCs and Blitz Shield do so much to make him a fun character. And his new moves are super dope. Ac was by far my favorite. Loved slide head combos.
Koozebanian Fazoob Posted December 22, 2014 Posted December 22, 2014 Are you playing on pad? With Stick it is super easy in any decent connection. Local play even easier then the hit stop option selects from sf4. The key is as soon as you input p for the pot buster, immediately smack p k s. After about 5 mins in the lab you should have the rhythm down. It is really worth learning, Once you get decent with it, then you can add heat to the end. If done quick enough, if you get the yrc (opponent jumped), heat will come out and catch them. This isn't a perfect option though since alot of characters aerial normals on jump or jump back will beat heat, also does nothing to catch backdashes.Yeah, it's just a simple rhythm to learn. I've done it reliably in tournaments and online play. The YRC range is actually surprisingly lenient, much more so than I figured it would be.I actually input it as 632146P ~ K+S+H, don't even have to take your thumb off the P button because there's no risk of getting IK Activate anymore. I could see it being harder if you were on pad and not using a macro for RC.Actually are RC macros tournament legal this time around? I haven't been telling people not to use them and nobody has said anything otherwise. :I
Jandr Posted December 22, 2014 Posted December 22, 2014 Yeah, it's just a simple rhythm to learn. I've done it reliably in tournaments and online play. The YRC range is actually surprisingly lenient, much more so than I figured it would be. I actually input it as 632146P ~ K+S+H, don't even have to take your thumb off the P button because there's no risk of getting IK Activate anymore. I could see it being harder if you were on pad and not using a macro for RC. Actually are RC macros tournament legal this time around? I haven't been telling people not to use them and nobody has said anything otherwise. :I Never got the Ik activate before, didnt even think about that lol. Will definately try out k s h but i think i already have p k s ingrained in.
Koozebanian Fazoob Posted December 22, 2014 Posted December 22, 2014 I was talking about back in X2 series, if you tried to do something like 6HS FRC PB, you had to be careful which buttons you used because you could get IK activation by accident. I used to use something like, 6HS, 632146[P]+K+S ]P[, to use negative edge to avoid having to deal with the issue and get PB out ASAP.
Jandr Posted December 22, 2014 Posted December 22, 2014 ok cause i was a little confused. Even after I posted my response was like wait that won't activate IK lol.
Darlos9D Posted December 22, 2014 Posted December 22, 2014 Hey, I've heard some people talk about pot buster being nerfed from previous versions. Is this true? Did it then get un-nerfed or something? Â Looking at the wiki, in AC+, character health is 460, and pot buster does 160 damage. In Xrd, character health is 420, and pot buster does 140. Obviously 140 is less than 160, but some simple dividing shows that it went from doing almost 35% damage, to doing a bit over 33% damage. (assuming a defense mod of 1.00, of course) While still a nerf it doesn't seem like much to get upset about.
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