Darlos9D Posted March 4, 2015 Posted March 4, 2015 I think that asking for too many things that happened after #Reload is going to leave you disappointed. Did heat knuckle even get knockdown back then? I'm looking at a bunch of old match videos and I see everyone just go into heat extend.
younghou Posted March 4, 2015 Posted March 4, 2015 i think make the 6k do more damage and the hammer fall charge faster, help us a lot for getting 6k loops and stuff in matches, make the char accessible to play in mid level (not FAB level, i don't see anyone outside of konsomne and fab land 6k raw loops in real matches).
Darlos9D Posted March 4, 2015 Posted March 4, 2015 i think make the 6k do more damage and the hammer fall charge faster, help us a lot for getting 6k loops and stuff in matches, make the char accessible to play in mid level (not FAB level, i don't see anyone outside of konsomne and fab land 6k raw loops in real matches). Yeah I like this. It'd make use use the tools we have in Xrd more rather than trying to give us whole "new" ones. Like, I feel like 6K is supposed to be a replacement for 2S vacuum in spirit. But yeah it could stand to be a teensy bit better to just toss out there in a match.
dot_Nova Posted March 4, 2015 Posted March 4, 2015 I think that asking for too many things that happened after #Reload is going to leave you disappointed. Did heat knuckle even get knockdown back then? I'm looking at a bunch of old match videos and I see everyone just go into heat extend. heat knuckle blew back in #R
dot_Nova Posted March 4, 2015 Posted March 4, 2015 I disagree with changing 6K. It's not something that really should be addressed. Sure it's hard to use effectively but other characters have difficult combos and setups too. It's much easier to cancel within a string though since you'll be queuing up 6K giving you more time to charge(i.e. 2S > 6K > hammerfall). And regarding raw 6K, it's very situational, the only time you should really be using it is in his advanced corner combos or as a corner backdash read. They are adding slightly more input leniency in the next patch so that should help a bit for people having trouble canceling after 6K. Personally,my vote's for a special cancelable 2D, a special/jump cancelable 6P, or heat fist oki. I'd be happy with any of those.
Darlos9D Posted March 4, 2015 Posted March 4, 2015 I disagree with changing 6K. It's not something that really should be addressed. Sure it's hard to use effectively but other characters have difficult combos and setups too. It's much easier to cancel within a string though since you'll be queuing up 6K giving you more time to charge(i.e. 2S > 6K > hammerfall). And regarding raw 6K, it's very situational, the only time you should really be using it is in his advanced corner combos or as a corner backdash read. They are adding slightly more input leniency in the next patch so that should help a bit for people having trouble canceling after 6K. Personally,my vote's for a special cancelable 2D, a special/jump cancelable 6P, or heat fist oki. I'd be happy with any of those. ... was 6P cancellable in reload? Also if that input leniency stuff actually makes charging a bit easier, that'd be pretty cash. Though for some reason I just don't see it applying to charge moves. Like, they'd have to specifically shorten the charge time required, which is a bit different than just making 623 easier to do, or giving the end of people's wakeup a bigger buffer window. Though maybe charge time is a global variable, heh.
Flick Posted March 5, 2015 Posted March 5, 2015 I've read some Jap player's tweeter and found some interesting info of loketest 3 bro(from Ain's tweeter) - nothing is sure, but here comes the news =))) -Trisula untech time decrease, 6K>trisula cant loop for 3 times. -EXTEND UNTECH TIME INCREASED, CAN GET KNOCKDOWN FROM LONGER COMBO. -J.K LEVEL UP, CAN COMBO INTO J.S. -5P REVERTED TO PRE XRD a.k.a HIT CROUCHERS the hope is reallllllllll Ninja'd: Konsome even thanked Arc for these things =)))
jak d ripr Posted March 5, 2015 Posted March 5, 2015 I'm curious, why would 5P hitting crouchers be a big deal? I mean, I'm not complaining, I'd like for all my standing normals to hit crouchers, but what options does that open up for pot? j.k comboing into j.S is awesome though, now we can actually get combos off stray air hits. I'll take it all with some salt though since it isn't confirmed yet.
Flick Posted March 5, 2015 Posted March 5, 2015 I'm curious, why would 5P hitting crouchers be a big deal? I mean, I'm not complaining, I'd like for all my standing normals to hit crouchers, but what options does that open up for pot? j.k comboing into j.S is awesome though, now we can actually get combos off stray air hits. I'll take it all with some salt though since it isn't confirmed yet. right now, the fastest poke we have is 2P which is 6f and cannot combo into f.S, and doesn't have a good hitbox. But 5P is level 2 after patch, and have a very nice hitbox allow you to anti air AND hit crouchers. That means we have a 5f jab(5F JAB bro) which can lead to nice combo on both air and ground hit
Red Star Posted March 5, 2015 Posted March 5, 2015 ... was 6P cancellable in reload? Also if that input leniency stuff actually makes charging a bit easier, that'd be pretty cash. Though for some reason I just don't see it applying to charge moves. 6K was an overhead in reload. This isn't reload Pot so I don't think all reload mechanics must apply. And the input leniency shouldn't affect charge, but it should make getting the 6K input on the first frame after HFB a lot easier. I've read some Jap player's tweeter and found some interesting info of loketest 3 bro(from Ain's tweeter) - nothing is sure, but here comes the news =))) -Trisula untech time decrease, 6K>trisula cant loop for 3 times. -EXTEND UNTECH TIME INCREASED, CAN GET KNOCKDOWN FROM LONGER COMBO. -J.K LEVEL UP, CAN COMBO INTO J.S. -5P REVERTED TO PRE XRD a.k.a HIT CROUCHERS the hope is reallllllllll Ninja'd: Konsome event thanked Arc for these things =))) If these changes stick then I will be happy. Not being able to do j.K into J.S was dumb. I'm curious, why would 5P hitting crouchers be a big deal? I mean, I'm not complaining, I'd like for all my standing normals to hit crouchers, but what options does that open up for pot? j.k comboing into j.S is awesome though, now we can actually get combos off stray air hits. I'll take it all with some salt though since it isn't confirmed yet. Pretty much what Flick said. It also gatling into itself on whiff. I want to mash 5p out of I-no pressure without having her just crouch to blow me up.
Darlos9D Posted March 5, 2015 Posted March 5, 2015 6K was an overhead in reload. This isn't reload Pot so I don't think all reload mechanics must apply. And the input leniency shouldn't affect charge, but it should make getting the 6K input on the first frame after HFB a lot easier. I said 6P, not 6K. 6P the anti-air. And from what I understand, reload was the basis for Xrd, since Ishiwatari is back in the helm and reload was the last one he actually worked on. I'm just trying to get a sense of what he and his team might be thinking, so I can adjust my expectations accordingly.
dot_Nova Posted March 5, 2015 Posted March 5, 2015 I said 6P, not 6K. 6P the anti-air. And from what I understand, reload was the basis for Xrd, since Ishiwatari is back in the helm and reload was the last one he actually worked on. I'm just trying to get a sense of what he and his team might be thinking, so I can adjust my expectations accordingly. It wasn't but I was just throwing out a suggestion since we can't convert off of it without CH unlike the rest of the cast.
Red Star Posted March 5, 2015 Posted March 5, 2015 I said 6P, not 6K. 6P the anti-air. I know what you said. My point is that this Pot is clearly not Reload Pot. In reload I could overhead someone with 6k, in this game it is a shoulder tackle. If they were balancing based on reload then Slayer wouldn't be so terrible.
Darlos9D Posted March 5, 2015 Posted March 5, 2015 I know what you said. My point is that this Pot is clearly not Reload Pot. In reload I could overhead someone with 6k, in this game it is a shoulder tackle. If they were balancing based on reload then Slayer wouldn't be so terrible. Great. Still woulda been nice to have my pretty clear question answered. Thanks dot_Nova.
Red Star Posted March 5, 2015 Posted March 5, 2015 Great. Still woulda been nice to have my pretty clear question answered. Thanks dot_Nova. It didn't. I don't think he got a 6P special cancel until AC. In Slash he could jump cancel it though, which would be a nice addition to have as well.
sren Posted March 5, 2015 Posted March 5, 2015 i think make the 6k do more damage and the hammer fall charge faster, help us a lot for getting 6k loops and stuff in matches, make the char accessible to play in mid level (not FAB level, i don't see anyone outside of konsomne and fab land 6k raw loops in real matches). so make everyone FAB-like w/out actually steppin' it up?
Nobus3r1 Posted March 8, 2015 Posted March 8, 2015 It wasn't but I was just throwing out a suggestion since we can't convert off of it without CH unlike the rest of the cast. Hell, I'd be happy if what happened tonight would never happen again. Hit opponent with CH 6P and they somehow cross over me but I don't turn around quickly enough to get even the most basic of follow ups which is bullshit. CH 6P needs to stop their forward momentum.
Darlos9D Posted March 8, 2015 Posted March 8, 2015 Hell, I'd be happy if what happened tonight would never happen again. Hit opponent with CH 6P and they somehow cross over me but I don't turn around quickly enough to get even the most basic of follow ups which is bullshit. CH 6P needs to stop their forward momentum. What, it doesn't? What the heck was the opponent doing? Sure the game didn't think they were behind you when they got hit?
Nobus3r1 Posted March 8, 2015 Posted March 8, 2015 What, it doesn't? What the heck was the opponent doing? Sure the game didn't think they were behind you when they got hit? If I'm remember correctly my opponent, playing Sol, did a low altitude air dash (don't remember what move they did), got hit by CH 6P and continued past me at around Potemkin shoulder height without Potemkin turning around. Obviously this doesn't happen very often but the fact that it can happen is, as mentioned, kind of bullshit. The move already has a kind of shitty risk-reward ratio without the reward part not working consistently.
jak d ripr Posted March 9, 2015 Posted March 9, 2015 Yea, happened to me when I first started playing the game, really tried my patience. Of late I've been trying to learn to just air throw people for AA since it seems like an overall better option with 6P just being all kinds of awful.
Koozebanian Fazoob Posted March 9, 2015 Posted March 9, 2015 5P definitely did not hit Crouchers in the loketest so I'm not sure where that came from. ICPM is 2 frames faster startup so it's much easier to combo. J.K is lv2 now so combos to j.S or j.H or ICPM. Trisula has less untech time but still good enough to combo off of on normal hit and do loops with. Air move changes are a very significant buff for Potemkin, they give him a much better ability to turn random hits into ICPM, which is great for corner travel, hard knockdown, and trisula setups.
Darlos9D Posted March 9, 2015 Posted March 9, 2015 Yeah, that's some good shit. Recently off of CH 6P I've been jumping forward into jH if I feel like they're too far to combo into Heat, and then been doing a gimmicky ICPM right after it sometimes. (shut up its fun) It'd sure be nice if it actually combod! Edit: Something I was tooling around with was comboing off of CH Hammerfall. At least against a hit on an airborn opponent, the level boost on 5P should make it pretty easy to combo into Heat off of it... I think. Unfortunately you still don't really get anything if the opponent is on the ground.
jak d ripr Posted March 9, 2015 Posted March 9, 2015 5P definitely did not hit Crouchers in the loketest so I'm not sure where that came from. ICPM is 2 frames faster startup so it's much easier to combo. J.K is lv2 now so combos to j.S or j.H or ICPM. Trisula has less untech time but still good enough to combo off of on normal hit and do loops with. Air move changes are a very significant buff for Potemkin, they give him a much better ability to turn random hits into ICPM, which is great for corner travel, hard knockdown, and trisula setups. Damn, little disappointed to hear 5P won't be hitting crouchers, but glad to hear everything else. The air normal buff is pretty good since it turns every air hit into a corner carry and a knockdown. So if these are all the buffs our boy will be getting how do you more experienced pot players feel about him now? Doesn't sound like he got anything too crazy but at the same time it's always hard to tell with balance patches.
Flick Posted March 10, 2015 Posted March 10, 2015 you guys shoulda see this =)) https://pbs.twimg.com/media/B_bJ3EAUsAEcWfO.jpg
Blackhearth Posted March 10, 2015 Posted March 10, 2015 5.P not hitting crouching opponents is the biggest "fuck you, thats why" in the face to any Pot player....being a useless button again aside for cashing someone in the air since 6.P work randomly at times.
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