Darlos9D Posted July 31, 2015 Posted July 31, 2015 So for Revelator they updated every character's face portrait to be a bit more detailed shading-wise, which is nice. But for Potemkin... "Hmm, he's already pretty decently shaded, plus there's no visible facial features. But we need to do SOMEthing with him..." "Nailed it."
dot_Nova Posted July 31, 2015 Posted July 31, 2015 Who's this new girl? Jack-O? More like Pot Buster dat hoe.
younghou Posted August 4, 2015 Posted August 4, 2015 i don't know if you guys use this but.. actually you are burst safe on 6k loops or in 6hs>hammer fall break if your hammer fall cancel it's almost perfect timed. i need torture my hands a bit more to get it all time.
Flick Posted August 4, 2015 Posted August 4, 2015 i don't know if you guys use this but.. actually you are burst safe on 6k loops or in 6hs>hammer fall break if your hammer fall cancel it's almost perfect timed. i need torture my hands a bit more to get it all time.But you have to really commit. Opponent just need to watch for your next move and burst when see its startup( ie: 6K>HFB: if he saw you wait for the burst, then he just tech out. otherwise he just waits for your 6K to come out then burst)
younghou Posted August 4, 2015 Posted August 4, 2015 of course flick, but this give you the chance to land free damage on him, or play mind games. i think it's much better try this tech and practice the perfect 6k/6hs Hammer fall break cancel that get potemkin burst out every single time they see a 6k or a 6hs in a combo. anyway some times you really know he gonna burst if you practice this tech you can punish him very hard (6k loop) for do unsafe burst.
indie_animator Posted August 17, 2015 Posted August 17, 2015 Does anyone use Gigantor Bullet OD? Maybe this is laughable to many, but after all this time I've never been able to do the move in a match. I haven't completed the challenge (#12?) because when I do manage the HCFx2 motion, it doesn't register, despite altering the timing to match the demo.I did get Extend after Heat for my first time this year in challenges. 0.0 But can't seem to do it again. The timing still is a mystery to me. I just focus on the stuff I can do & keep trying to improve when I can. He's is still fun for me to sub.
Red Star Posted August 18, 2015 Posted August 18, 2015 Does anyone use Gigantor Bullet OD? Maybe this is laughable to many, but after all this time I've never been able to do the move in a match. I haven't completed the challenge (#12?) because when I do manage the HCFx2 motion, it doesn't register, despite altering the timing to match the demo.I did get Extend after Heat for my first time this year in challenges. 0.0 But can't seem to do it again. The timing still is a mystery to me. I just focus on the stuff I can do & keep trying to improve when I can. He's is still fun for me to sub. For Gigantor Bullet I suggest just doing the two half circles at a decent speed. Usually the issue is people try to do it too fast and mess up the half circles or hit Punch too quickly. If you start doing the two half circles right after you input the super then you can do them pretty slow and still get them done in time to activate the follow up.For Heat Extend there is pretty much no timing at all. If you input the half circle back H anywhere from the very beginning of Heat up until the third hit of Heat then it will activate Extend. Again make sure to input the half circle smoothly, so long as you input at least of the diagonals it should read it as an Extend.
indie_animator Posted August 18, 2015 Posted August 18, 2015 OK, got it, thanks. Almost every other motion in the game flows well for me, including Venom's ODs, etc. I'll give it a shot next chance I get.
HunterSteven Posted August 27, 2015 Posted August 27, 2015 About 2:46, did trishula get a charged version or something? that first one looked slower
Darlos9D Posted August 27, 2015 Posted August 27, 2015 (edited) About 2:46, did trishula get a charged version or something? that first one looked slowerFor a sec I thought it was because of the RC but then I was like, wait, that doesn't affect the person who did it.So, I dunno. That certainly did look slower. And it combo'd into the second one. Edited August 27, 2015 by Darlos9D
Red Star Posted August 27, 2015 Posted August 27, 2015 (edited) About 2:46, did trishula get a charged version or something? that first one looked slowerLooks the same to me and he has the exact same combo in the current Xrd. Maybe the combination of RC + the new fire lighting effects make it look different but I'm pretty sure it is the same speed wise. Edited August 27, 2015 by Red Star
HunterSteven Posted August 27, 2015 Posted August 27, 2015 Yeah it probably is the same, someone would have mentioned a change if there was one.
This Man Posted August 27, 2015 Posted August 27, 2015 Seen FAB Roman cancel Heat into 2 Trishulas and then an ICPM.He didn't go into Heat Extend from what I remember.
RGOnaut Posted September 14, 2015 Posted September 14, 2015 so not to sound dumb but are all the matchup discussions MIA? Can't seem to find a lot of them since they made the whole directory sticky
SupaSage69 Posted September 21, 2015 Posted September 21, 2015 What are the main things i need to learn to be good at Potemkim?
Owner Posted September 22, 2015 Posted September 22, 2015 (edited) - learning IB > Pot Buster punishes (part of learning specific matchups)- train your save jump setups (aka how to beat 90% of online sol players)- when and when not to backdash- using all defensive tools you have (IB, FD, BS)- 6K loops for solid corner combo damage- air combos that lead into ICPM- Trishula YRC okizeme (best used after ICPM, Pot Buster near corner or Heat Extend near corner)- implementing Hammerfall break in your gameplay for combos, pressure or tick throws- learn how to flick every flickable projectile in the game- Stun combos (i.e. after CH 6 HS or CH 2HS)- learn to bait effectively, Burst as well as counter BS- Last but not least: Watching FAB on a regular basis to NOT get frustrated in the beginning of learning Potemkin--------------------------------------------------------------------------------------------------------------------------------------------------------------Regarding Trishula YRC oki:Thanks to Trishulas short horizontal hitbox you can trick your opponent into blocking it although it cannot hit themExample: After Heat Extend in the corner you do a short Hammerfall-Break to get in and use Trishula YRC on your opponents wakeupIf you space it right, it will not hit the opponent if he blocks or holds up backYour options now are: Pot Buster, Heat or HPBIf your opponent is stupid enough to mash he will get hit by Trishula since he extends his hurtbox. Then you just follow up with 6HS or 6K, whatever you likeAt first your opponent will respect the Trishula oki and hold back to block > Pot Buster himAfter some time he will begin to hold back up (because he anticipates a Pot Buster) > wait a sec to confirm his jump and Heat/HPBEventually he will learn that he can BS Heat and will try to use it > again wait a sec to see what he is doing and catch his BS recovery with 6HS/2HS for massive stun and damageHope this helps your gameplay, fellow soldiers Edited September 22, 2015 by Owner
SupaSage69 Posted September 23, 2015 Posted September 23, 2015 - learning IB > Pot Buster punishes (part of learning specific matchups)- train your save jump setups (aka how to beat 90% of online sol players)- when and when not to backdash- using all defensive tools you have (IB, FD, BS)- 6K loops for solid corner combo damage- air combos that lead into ICPM- Trishula YRC okizeme (best used after ICPM, Pot Buster near corner or Heat Extend near corner)- implementing Hammerfall break in your gameplay for combos, pressure or tick throws- learn how to flick every flickable projectile in the game- Stun combos (i.e. after CH 6 HS or CH 2HS)- learn to bait effectively, Burst as well as counter BS- Last but not least: Watching FAB on a regular basis to NOT get frustrated in the beginning of learning Potemkin Thanks ill start training asapBut What are IB, FD and BS? (P.S) Is there any video/ Guides to help me with learn HammerBreakin for the 6k loop and after normals in general?
Darlos9D Posted September 23, 2015 Posted September 23, 2015 (edited) Thanks ill start training asapBut What are IB, FD and BS? (P.S) Is there any video/ Guides to help me with learn HammerBreakin for the 6k loop and after normals in general?IB: Instant BlockFD: Faultless DefenseBS: Blitz ShieldUse the wiki to read about what each of those things are, if you don't know.Having somewhat recently learned HFB (hammerfall break) 6K stuff, I can give some pointers.For corner combos - somebody correct me if I'm wrong about this - the only time I feel like you really need to do 6K > HFB > 6K is after a Roman Cancel (RC), such as after you hit with a sweep, or a slide head. Basically, whenever you hit them with something that pops them into the air briefly, and from long enough away to where you can't simply do RC > 6K > Trishula. The nice thing about RC is that it gives you a lot of buffer time during the RC animation/flash. So basically what you need to do is RC > press 6K during the flash and start holding 4 (back) > 6K comes out and hits > Hammer fall as soon as possible > HFB as soon as possible > 6K as soon as possible > Trishula. From there you can just do a Trishula loop which requires, like, no timing. With hammerfall and the second 6K, you really have to quickly piano H > P, if not hitting H & P at the same time, to get that HFB out as soon as possible. Then you have to be a little careful, because the HFB animation (where he kinda stomps the ground to stop himself from moving) doesn't seem to let you buffer anything. (our lives would be easier if it did! ARCSYS) So you need to wait a split second to hit K after hitting P.For pressure or some ground combos, you're probably going to be cancelling into 6K from another move, such as 2S. Much like with RC, hitting with 2S - weather they block or get hit - causes a moment of "hitstop" that you can use to input 6K and then start holding 4 before it even actually starts. That way when the 6K hits you can do like above and HFB as soon as possible and come out with advantage. Edited September 23, 2015 by Darlos9D
This Man Posted September 25, 2015 Posted September 25, 2015 Wow, didn't know about that trishula trick of making the opponent block without it actually hitting them.Good tip that.
Ctrlaltwtf Posted September 26, 2015 Posted September 26, 2015 (edited) So this happened today on netplay. I can officially add "meaty Extend oki" to my list of accomplishments. Edited September 26, 2015 by Ctrlaltwtf
Darlos9D Posted September 28, 2015 Posted September 28, 2015 So this happened today on netplay. I can officially add "meaty Extend oki" to my list of accomplishments.Uh---- uhmOkay so I guess, like, they just gave Heat Extend a ridiculous amount of active frames exactly because of situations like this? So there's at least a chance the opponent will still get hit by it even of jokes scenarios like this happen. I guess?Man imagine if you could do that on purpose somehow, lol.
younghou Posted November 16, 2015 Posted November 16, 2015 guys, anyone knows a way to punish the backdash after a blocked 6k in midscreen? in the same line, how to approach people who just use autoguard to try to jump out of your pressure?.
Flick Posted November 17, 2015 Posted November 17, 2015 Same problem. But that's how Potemkin is a weak character outside of corner IMO. Try f.S>2S or 5H to catch them out of backdash recovery, don't forget to HFB and prepare for their tech, this acts as a soft read and you can continue pressure if they just sit and block, if hit you can do some damage and still get the upper hand . Or if you read the backdash, you can just jump forward jS>jH> land blockstring - FAB does this all the time to catch fuzzy jump, doesn't work if you're too far though, and it's unsafe if predicted/ opponent has sharp reflex. Or a thing that i've started doing is 6K>HFB, HF again immediately then YRC > blockstring or PB their backdash/ landing recover - this can also counter some not-so-strong abare
Red Star Posted November 25, 2015 Posted November 25, 2015 1.1 frame data out for the characters at http://wiki.4gamer.net/ggxrd/%E3%83%95%E3%83%AC%E3%83%BC%E3%83%A0%E3%83%87%E3%83%BC%E3%82%BF I adjusted the numbers to match on the wiki for Potemkin, but if someone could go through and make sure all adjustments have been made and the numbers are all correct that would be appreciated.
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