dot_Nova Posted May 8, 2015 Posted May 8, 2015 Has the patch arrived? Are these changes accurate? --> http://shoryuken.com/2015/02/13/arc-system-works-reveals-second-round-of-changes-for-guilty-gear-xrd-sign-update-set-to-launch-in-march/ The answer is definitely "No" for one of the above, but I don't know which :-/ I think they're all the same except for the cross out heavenly change. It doesn't have full body invul on startup anymore. Not sure if it's just upper body now or the full body is later in the move
This Man Posted May 8, 2015 Posted May 8, 2015 I thought 5P was supposed to hit crouches now? (Sorry, I've been away for a month so out of the loop....). Some issues I've found: Pot Buster is 139, not 150 as stated. 6P doesn't hit crouches (was this always the case?) Everything else appears accurate though.
dot_Nova Posted May 8, 2015 Posted May 8, 2015 I thought 5P was supposed to hit crouches now? (Sorry, I've been away for a month so out of the loop....). Some issues I've found: Pot Buster is 139, not 150 as stated. 6P doesn't hit crouches (was this always the case?) Everything else appears accurate though. 6P has never hit crouchers, 5P hitting crouchers was a false rumor, try pot buster again with the opponent having risq gaugel; the grab part of pot buster counts as a damageless hit causing the risq gauge to go negative losing damage on the 2nd hit.
LockedAndClush Posted May 8, 2015 Posted May 8, 2015 the grab part of pot buster counts as a damageless hit causing the risq gauge to go negative losing damage on the 2nd hit. Why they did this to Pot Buster and not to Sol's P.B.B. (which does more damage than Buster now, haha) is beyond me. I forgot to check the most amazing change of all - the Homing Dash. Is it really Potemkin running? Or at least making a short hop forwards? Or... something? A thing at all?
dot_Nova Posted May 8, 2015 Posted May 8, 2015 Why they did this to Pot Buster and not to Sol's P.B.B. (which does more damage than Buster now, haha) is beyond me. I forgot to check the most amazing change of all - the Homing Dash. Is it really Potemkin running? Or at least making a short hop forwards? Or... something? A thing at all? it's a hammerfall break after D. p.b.b. is during dragon install (which costs 50 meter and is on a timer) and I believe is only 1 hit. Pot Buster is 2 hits, the first causing the risq gauge to go down ( I don't know who thought it was a good idea either). But it's not that bad because as long as you even have 1 point in the risq gauge, it will do full damage.
Red Star Posted May 8, 2015 Posted May 8, 2015 I think they're all the same except for the cross out heavenly change. It doesn't have full body invul on startup anymore. Not sure if it's just upper body now or the full body is later in the move In the video where Heavenly gets beat out by Potemkin j.D it doesn't make it to the super flash, but I have always been able to get to the superflash with Potemkin's heavenly. Sometimes Heavenly loses to j.D afterwards. I have tried meaty 5ks from Potemkin. Different meaty projectiles with other characters and meaty low attacks. I have always made it to the super flash and often gone through the moves unless it was had a hitbox that hit after the invulnerable frames ran out. So after getting to test it, it seems Heavenly did stay the same as the previous patch. I think I figured out why Heavenly lost to j.D before the super flash in the FAB vs Konsome video that led me to believe it lost invul frames. FAB attempted to YRC it. Why he would yrc it am not sure, but this will cause you to lose to invul frames and get hit by the j.D and no meter is taken at all. I never thought to try that out since I didn't realize that it doesn't take away the 25% from the YRC if you are getting hit out of it.
Garalian Posted May 9, 2015 Posted May 9, 2015 I never really saw anything on it, but how exactly does Pot's safejump work? I've gotten it like one out of one-hundred times, but I kinda just parsed it together after watching match footage. jS at a certain range after knockdown or something?
jak d ripr Posted May 10, 2015 Posted May 10, 2015 I never really saw anything on it, but how exactly does Pot's safejump work? I've gotten it like one out of one-hundred times, but I kinda just parsed it together after watching match footage. jS at a certain range after knockdown or something? You hold down back while performing a j.s. It's the timing between knocking them down and performing the j.s that makes it a safe jump, I'm still trying to figure out the timing for Sols dp, but that's the basic concept.
Red Star Posted May 10, 2015 Posted May 10, 2015 You hold down back while performing a j.s. It's the timing between knocking them down and performing the j.s that makes it a safe jump, I'm still trying to figure out the timing for Sols dp, but that's the basic concept. Pretty much that. There isn't much of a trick to it since it is all timing. The difficult part is the timing changes for each character so you have to practice safe jump set ups against the whole cast. Like with Sin you have to super jump at about his second bounce after a PB because his wakeup frames are really long face up, while his face down wake up frames are really quick so you have to do a j.S almost immediately after a 2D. My advice is to practice set ups off of PB and slidehead since they last so long. I use visual cues of where the opponent is during his fall from PB to help time my super jump j.S. Like with Sol I superjump right about once his back hits the ground. And as a quick note 2D and slide head cause face down, PB and Heat Extend cause face up.
indie_animator Posted May 10, 2015 Posted May 10, 2015 Easier inputs make him more fun for me, though I've never won a match w/him in online vs. (got close a few times). Still can't do HCFx2 (I just avoid this OD), and Extend after Heat is still almost impossible for me. Wonder when the input should start... Read most info here in the subforums, watched vids, and go for simple combos I can remember & execute online (I try for good connections anyway). Still wondering if I should sub him (I'd drop Venom as a sub). I like grapplers, and this character, but I'm not sure I can win using him. But the patch just came out, so I should give it some time...
jak d ripr Posted May 10, 2015 Posted May 10, 2015 I generally don't recommend mashing, but with heat extend I just mash it out. There's literally no downside(in my experience anyway).
Garalian Posted May 11, 2015 Posted May 11, 2015 Safejumps: So get a feel for all characters wakeup timings. Can do, but trying to record a perfect reversal on the dummy is going to be a pain. Heat Extend: I think if you do the motion within 50 frames of Heat Knuckle you get extend. So basically immediately after you return to neutral after the DP motion, do the half-circle motion. I only mash out the half circle for bullet kai after seeing consomme do it lol.
Red Star Posted May 11, 2015 Posted May 11, 2015 Safejumps: So get a feel for all characters wakeup timings. Can do, but trying to record a perfect reversal on the dummy is going to be a pain. Heat Extend: I think if you do the motion within 50 frames of Heat Knuckle you get extend. So basically immediately after you return to neutral after the DP motion, do the half-circle motion. I only mash out the half circle for bullet kai after seeing consomme do it lol. Why not record the safe jump set up with Potemkin as the dummy then do the reversal dp yourself? I find that way easier myself to practice safe jumps.
dot_Nova Posted May 11, 2015 Posted May 11, 2015 Easier inputs make him more fun for me, though I've never won a match w/him in online vs. (got close a few times). Still can't do HCFx2 (I just avoid this OD), and Extend after Heat is still almost impossible for me. Wonder when the input should start... Read most info here in the subforums, watched vids, and go for simple combos I can remember & execute online (I try for good connections anyway). Still wondering if I should sub him (I'd drop Venom as a sub). I like grapplers, and this character, but I'm not sure I can win using him. But the patch just came out, so I should give it some time... I'm assuming HCF means hammerfall cancel. To do it x2, like after slidehead, the input looks like [4]6~[4]HS > P > 6HS > P. To start charging immediately after the first hammerfall, you can press HS while holding back after inputting the forward motion. Hammerfall still comes out if you do 4HS after charging fully and then quickly inputting 64. Doing this lets you immediately begin charging for your second hammerfall. So, an example of how it'll look assuming you're facing right: 1. Hold left for the needed duration 2. Then press right and then immediately bring it back left and hit HS at the same time. Hold left so you begin your next charge. 3. By the time you've done a full/almost full range hammerfall into break, you've charged long enough to do the second one. If you're having trouble, make sure you're holding left during the break part and THEN pressing right for hammerfall after the break animation is over. Also make sure you're charging long enough, if you do it right there should be almost no gap between the two hammerfalls but take your time and get a feel for timing first.
This Man Posted May 11, 2015 Posted May 11, 2015 Any tips on (my) wakeup? I got totally destroyed by a Chipp and a Millia tonight. Once they knock me down, all I can do is block, block, block and then press a button (usually HF, 5P, 5K) to TRY get out but that leads me to being counter hit and then blown up. I played Abel in SFIV fwiw, and he had the same issues but the speed was so much slower!
dot_Nova Posted May 11, 2015 Posted May 11, 2015 Any tips on (my) wakeup? I got totally destroyed by a Chipp and a Millia tonight. Once they knock me down, all I can do is block, block, block and then press a button (usually HF, 5P, 5K) to TRY get out but that leads me to being counter hit and then blown up. I played Abel in SFIV fwiw, and he had the same issues but the speed was so much slower! On your wakeup, it's a 50/50 game or even worse against those 2 characters. Like every other vortex character, it's all about getting an idea about what option your opponent is going to do how much he thinks you'll respect him. Millia can do a ton of different things but if she tries anything that's not a meaty low on your wakeup, you can just fuzzy jump out. Then when he starts to realize you're getting out of all the pressure, you can reversal blitz low and kill her. Chipp can only do a left/right meaty j.C on your wakeup if he teleports above you or if it's after his wall cling, otherwise you can fuzzy jump out. You can also blitz the j.C instead of worrying about left/right. He can bait the blitz but you'll make him more wary about adjusting his oki afterwards. It's still all about getting an idea on what you think your opponent is going to go for based on whether he's adapting to your play or if he thinks you'll respect his oki. Sorry if this seems vague, I'll make a more detailed writeup in the MU section later about variable guarding and what to consider when waking up in the vortex. TLDR: It sucks. If you block first hit, FD to push them off or burst early to get out of their momentum or spend 50 meter to guard cancel and save yourself the trouble, or be cool and blitz their meaty.
Circuitous Posted May 11, 2015 Posted May 11, 2015 I'm assuming HCF means hammerfall cancel. To do it x2, like after slidehead, the input looks like [4]6~[4]HS > P > 6HS > P. To start charging immediately after the first hammerfall, you can press HS while holding back after inputting the forward motion. Hammerfall still comes out if you do 4HS after charging fully and then quickly inputting 64. Doing this lets you immediately begin charging for your second hammerfall. So, an example of how it'll look assuming you're facing right: 1. Hold left for the needed duration 2. Then press right and then immediately bring it back left and hit HS at the same time. Hold left so you begin your next charge. 3. By the time you've done a full/almost full range hammerfall into break, you've charged long enough to do the second one. If you're having trouble, make sure you're holding left during the break part and THEN pressing right for hammerfall after the break animation is over. Also make sure you're charging long enough, if you do it right there should be almost no gap between the two hammerfalls but take your time and get a feel for timing first. He means half circle forward x2 (for Gigantic Blid). Grind it out, son.
indie_animator Posted May 11, 2015 Posted May 11, 2015 Yep, thanks. I generally use meter for other stuff anyway: FD, dead angle, the other OD, and for RCs (though I need to try for them more often). I try to avoid getting attacked while failing a tricky input. 0.0 For RCs: I've read that good ones are after hitting a Buster or Megafist to continue for damage. Maybe after a Hammerfall or HF Brake? It's been a while, but I've read all 20-something pages here.
dot_Nova Posted May 11, 2015 Posted May 11, 2015 Yep, thanks. I generally use meter for other stuff anyway: FD, dead angle, the other OD, and for RCs (though I need to try for them more often). I try to avoid getting attacked while failing a tricky input. 0.0 For RCs: I've read that good ones are after hitting a Buster or Megafist to continue for damage. Maybe after a Hammerfall or HF Brake? It's been a while, but I've read all 20-something pages here. He means half circle forward x2 (for Gigantic Blid). Grind it out, son. oops. My bad. I personally just mash out the followup input. No harm in it.
dot_Nova Posted May 11, 2015 Posted May 11, 2015 Yep, thanks. I generally use meter for other stuff anyway: FD, dead angle, the other OD, and for RCs (though I need to try for them more often). I try to avoid getting attacked while failing a tricky input. 0.0 For RCs: I've read that good ones are after hitting a Buster or Megafist to continue for damage. Maybe after a Hammerfall or HF Brake? It's been a while, but I've read all 20-something pages here. RC after megafist forward is okay. It guarantees you won't be punished if they block and it leads to a decent combo. RC Pot buster and combos that end in 2D or hammerfall when you're near or in the corner for the trishula corner combo. Hammerfall YRC is something I used a lot when I first started playing. You'll grow out of it eventually as you keep playing though.
jak d ripr Posted May 23, 2015 Posted May 23, 2015 Bout an hour and a half of FAB goodness. He's definitely making use of those potemkin buffs. https://www.youtube.com/watch?v=u57qXK17380
gutabo Posted June 10, 2015 Posted June 10, 2015 How's the matchup against Leo supposed to go? I'm at a loss and I'm about to buy that mofo only to learn how to deal with him...
dot_Nova Posted June 10, 2015 Posted June 10, 2015 How's the matchup against Leo supposed to go? I'm at a loss and I'm about to buy that mofo only to learn how to deal with him... Keep these questions in the MU threads please~ http://www.dustloop.com/forums/index.php/topic/10553-potemkin-vs-leo/
Flick Posted June 16, 2015 Posted June 16, 2015 So Kedako has updated the 1.1 pot's frame data weeks ago, do you guys want/let me edit the wiki or someone can do that. Pot players are so rare these days
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