Garalian Posted January 6, 2015 Posted January 6, 2015 So I gotta ask: Being super new to Pot, should I skip working on 6K loops since missing key executions in the heat of the match is my biggest problem at the moment? Like, not forgo them completely, but I'm wondering if I should put in the time when getting 5Ps/5Hs when I need a knuckle or a buster is killing me the most at the moment. In addition, how much should I grind execution? I've been doing 25 reps each of all the relevant specials/supers on both sides of the stage. I'm at the point where I'll only lose to someone who clearly knows how to end Pot, and I'm even getting some rounds off of them, but this failed/whiffed/whathaveyou stuff is reaaaaaally getting on my nerves.
Circuitous Posted January 7, 2015 Posted January 7, 2015 6K loops are things you should probably work on relatively late in the learning process. If you're missing basic special moves then you absolutely need to work on that first and foremost.
Circuitous Posted January 7, 2015 Posted January 7, 2015 Mm yeah, so just meaty with it. Also I have never seen anyone successfully backdash my 5K, I thought they'd get caught in the active frames, but I'm not sure how the wakeup window works I suppose. I mean heck I don't even get grabbed =S Hmm, I'll defn give that a try thanks. This will sound silly, but if I get the j.B hit what should I lead into? Assuming 6K stuffs corner, and probably a short confirm into heat knuckle mid?Also I read earlier that if it gets blocked I should just go into 2A, so I could do 2A 2S 6K frame trap stuffs.Hello.First off: P, K, S, H, D. Your use of A and B is confusing and inconsistent.Next: throws beat strikes on the same frame. Even meaty 5K can be thrown if you're not spacing it correctly (and sometimes even then). Not getting thrown so far doesn't mean it's not possible. While it's possible for some characters' backdashes to get tagged by 5K, it's unlikely. The few whose invuln period is short enough usually move far enough away.If your safejump j.S connects on their wakeup, confirm into (2P >) c.S > combo, or go straight into Buster if it counter-hit. On block, 2P/c.S into pressure is a good idea.
Dirty Magic Posted January 7, 2015 Posted January 7, 2015 Hello. First off: P, K, S, H, D. Your use of A and B is confusing and inconsistent. Next: throws beat strikes on the same frame. Even meaty 5K can be thrown if you're not spacing it correctly (and sometimes even then). Not getting thrown so far doesn't mean it's not possible. While it's possible for some characters' backdashes to get tagged by 5K, it's unlikely. The few whose invuln period is short enough usually move far enough away. If your safejump j.S connects on their wakeup, confirm into (2P >) c.S > combo, or go straight into Buster if it counter-hit. On block, 2P/c.S into pressure is a good idea. hi hi! Figures, I was getting on a guy's case for using abc, and now here he's got me doing it rofl. Hmm, it's strange because I have stood point blank next to my opponent and I know they've tried to throw but my 5K have gotten them everytime... *shrug*. Thanks for your feedback. New question, what is the best way to deal with Axl? He doesn't seem that bad but I feel like I'm likely missing out on easy punishes or tools to use vs him. I just do the usual make my way in cautiously, slidehead if he gets cheeky with Sparrowhawk, HFB, ICPM yrc, et cetera.
Red Star Posted January 7, 2015 Posted January 7, 2015 New question, what is the best way to deal with Axl? He doesn't seem that bad but I feel like I'm likely missing out on easy punishes or tools to use vs him. I just do the usual make my way in cautiously, slidehead if he gets cheeky with Sparrowhawk, HFB, ICPM yrc, et cetera. Just a note on sparrowhawk stance, at max range you can crouch and just 2p his low chain after you block it, or 5p his mid chain after it whiffs over you. You don't even need to instant block it. It seems like a really bad move for Axl.
Darlos9D Posted January 7, 2015 Posted January 7, 2015 Just a note on sparrowhawk stance, at max range you can crouch and just 2p his low chain after you block it, or 5p his mid chain after it whiffs over you. You don't even need to instant block it. It seems like a really bad move for Axl. Wow. I wouldn't have even thought to try that. Lol hitboxes.
Dirty Magic Posted January 7, 2015 Posted January 7, 2015 Just a note on sparrowhawk stance, at max range you can crouch and just 2p his low chain after you block it, or 5p his mid chain after it whiffs over you. You don't even need to instant block it. It seems like a really bad move for Axl. Hahahah! Seriously? The low version is that bad on block? Must try it out, wow. To think I was wasting YRC to fly across the screen.
WolfCrimson Posted January 7, 2015 Posted January 7, 2015 Yo guys, I heard it's possible to command grab Axl's chains?
Koozebanian Fazoob Posted January 7, 2015 Posted January 7, 2015 Just a note on sparrowhawk stance, at max range you can crouch and just 2p his low chain after you block it, or 5p his mid chain after it whiffs over you. You don't even need to instant block it. It seems like a really bad move for Axl.You can just block a Low stance attack and Slidehead is guaranteed. You'll go under a Mid stance followup and another Low or leaving stance are too slow. Generally speaking I like that as an option better since getting in on Axl is pretty key.You can actually also Hammerfall -> Break to eat a stance hit and recover in time to block or do another Hammerfall. Only try that if you feel really sassy though.
Red Star Posted January 7, 2015 Posted January 7, 2015 You can just block a Low stance attack and Slidehead is guaranteed. You'll go under a Mid stance followup and another Low or leaving stance are too slow. Generally speaking I like that as an option better since getting in on Axl is pretty key. You can actually also Hammerfall -> Break to eat a stance hit and recover in time to block or do another Hammerfall. Only try that if you feel really sassy though. I honestly never tried slidehead because I figured it was too slow. Sparrowhawk stance is even worse than I thought. But yea, slidehead is a better choice then a 2p.
Circuitous Posted January 8, 2015 Posted January 8, 2015 Hmm, it's strange because I have stood point blank next to my opponent and I know they've tried to throw but my 5K have gotten them everytime... *shrug*.It's a 1f window, so...
Garalian Posted January 8, 2015 Posted January 8, 2015 I tried 2Ping Axl's low sparrowhawk chain, but I got nothin. Did I need to mash harder?
Red Star Posted January 8, 2015 Posted January 8, 2015 Yo guys, I heard it's possible to command grab Axl's chains? As far as I am aware this untrue. Even sticking out limbs like say 5K in GG doesn't seem to be able to be grabbed. That being said, you can Heavenly Potemkin Buster his jumping chain attacks like j.S and J.6P, the super will occur wherever HPB grabbed the chain. In Accent Core you could instant kill his chain normals, but I assume now that it is a grab you can't. I tried 2Ping Axl's low sparrowhawk chain, but I got nothin. Did I need to mash harder? I wouldn't advise mashing just get the timing down for how fast you can attack out of blockstun from the move. At full screen when I visually see the sickle is in Pot's foot I press 2P. Closer you should have more time to 2P the chain as it retracts.
Circuitous Posted January 9, 2015 Posted January 9, 2015 Okay so I fiddled more with that thing Red Star mentioned about Heat Extend being techable sometimes.If Extend is the 6th or 10th hit, it's techable before the opponent hits the ground. Any other hit and it's untechable. I tried fiddling with positioning, RISC gauge values, throwing in RCs or Mortal Counters... every time it was the 6th or 10th hit it was techable. Every time. I even accounted for it being a training mode glitch by recording mashing to tech and it still worked out. I have no idea.Oh, also, Potemkin's IK is totally a strike when the opponent is in hitstun. You can combo into it normally, it just has very short range. CtrlAltWTF was doing Heat Knucke (1) > RC > IK, for example. Corner CH 6H > HFB > IK can work too. Corner air hit 6K > Giganter > IK. Etc. I had more combos but I forget them now.
Darlos9D Posted January 9, 2015 Posted January 9, 2015 Okay so I fiddled more with that thing Red Star mentioned about Heat Extend being techable sometimes. If Extend is the 6th or 10th hit, it's techable before the opponent hits the ground. Any other hit and it's untechable. I tried fiddling with positioning, RISC gauge values, throwing in RCs or Mortal Counters... every time it was the 6th or 10th hit it was techable. Every time. I even accounted for it being a training mode glitch by recording mashing to tech and it still worked out. I have no idea. Oh, also, Potemkin's IK is totally a strike when the opponent is in hitstun. You can combo into it normally, it just has very short range. CtrlAltWTF was doing Heat Knucke (1) > RC > IK, for example. Corner CH 6H > HFB > IK can work too. Corner air hit 6K > Giganter > IK. Etc. I had more combos but I forget them now. Uh, woah. That IK stuff sounds a bit silly. ... I need to do this online pronto.
Azzal Posted January 9, 2015 Posted January 9, 2015 Ok loosing patience against Axl right now. All your advices against his shitty stance.are useless i guess, he can cancel low to low and beat slidehead. When i finally approche i have to deal with his OP dp...why did they give this to him, god. Not gonna talk about his Counters... Man, sorry but its driving me crazy, time to open tmatch up threadq.
Isorropia Posted January 9, 2015 Posted January 9, 2015 I find the most stable IK combo is: (corner, 100 meter by the time you RC) Stuff > heat extend > RC > sj.forward > IK activate > IK Doing this version with the superjump gives you some leniency with the corner distance as well. As long as the superjump gets you to the corner it'll work.
Banoffee Posted January 10, 2015 Posted January 10, 2015 Found something cool today, searched and couldn't find it so here goes. ICPM can be YRC'd on OTG hit. e.g. full screen Slide Head -> TK ICPM -> YRC. The timing is slightly after the second hit, when the opponent starts their wakeup animation. It's confirmable and you end up right on top of them with good frame advantage, for only 25% meter, so I think it's a really good full screen option. Makes me wonder how many moves have these late YRC points.
Darlos9D Posted January 10, 2015 Posted January 10, 2015 Found something cool today, searched and couldn't find it so here goes. ICPM can be YRC'd on OTG hit. e.g. full screen Slide Head -> TK ICPM -> YRC. The timing is slightly after the second hit, when the opponent starts their wakeup animation. It's confirmable and you end up right on top of them with good frame advantage, for only 25% meter, so I think it's a really good full screen option. Makes me wonder how many moves have these late YRC points. Woah... We're just spitting out the weirdass Pot tech today.
Reversal Posted January 10, 2015 Posted January 10, 2015 Would anyone be kind enough to point me in the direction of 6K loop tutorial or does anyone have any insight on to how its done? Im having trouble pulling it off.
Koozebanian Fazoob Posted January 10, 2015 Posted January 10, 2015 Ok loosing patience against Axl right now. All your advices against his shitty stance.are useless i guess, he can cancel low to low and beat slidehead. When i finally approche i have to deal with his OP dp...why did they give this to him, god. Not gonna talk about his Counters... Man, sorry but its driving me crazy, time to open tmatch up threadq.You must IB the first low one for a Slidehead to be guaranteed to hit before a second low at fastest input. Otherwise you will trade as long as your timing is good enough. If you are getting CH out of slidehead you are not doing it early enough.If Axl is just doing Low->Low over and over then you can just use Megafist to hit him clean, but it's risky because of the Mid version. You can also just use the Hammerfall Break method which is actually not even all that hard, at worst you will blow 25% and force Axl to blow 50%.You can also safely use the 2P method mentioned before. You can even Option Select it to cover multiple options: do 2P -> 6P as fast as possible after blocking a low chain. If he didn't cancel to Mid you will hit him with 2P, if he did you will hit him with 6P. Doing High beats this (he'll recover in time to hit you), so keep that in mind. Just doing 2P is a very safe option though, doesn't even need an IB.Axl's DP is not that good. It's completely punishable on even normal block. Just block it and punish, you can use f.S 2D, just 2D, or 5H, basically anything. You can even punish, on normal block, at full distance, with 6K, which gets you a hard knockdown. His DP also has a lot of startup, 9F, which means it's absurdly easy to safe jump or option select against.
Garalian Posted January 11, 2015 Posted January 11, 2015 So anyone got ideas on how deal with Sin's bullshit? Its mostly his air cancel j.Hs and j.Ds along with that fucking disgusting overhead I seem to never see coming.
Koozebanian Fazoob Posted January 11, 2015 Posted January 11, 2015 Not sure what disgusting overhead you are talking about, Bull Bash the giant full screen one? It's pathetically slow, 32F startup, you should never be eating it because you didn't react in time. Be watchful of it if you are jumping around since it hits a massive distance up the screen, just be ready to FD it. Instant j.D is 18F startup + min jump height time so it's actually pretty reactable too. And his 5D is 29F startup making it the absolute worst dust in the game.
Garalian Posted January 11, 2015 Posted January 11, 2015 I've never been hit by his 5D, but yeah, Bull Bash is super slow and I still keep eating it. So its just a matter of learning how to block overheads in general? I'm also having issues with his DP, but its more the fact that I'm not used to seeing one where you can cancel it into another special move without an RC.
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