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Posted

So for Revelator they updated every character's face portrait to be a bit more detailed shading-wise, which is nice. But for Potemkin...

 

OEr6Twz.png

 

"Hmm, he's already pretty decently shaded, plus there's no visible facial features. But we need to do SOMEthing with him..."

 

gpoQXrv.png

 

"Nailed it."

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Posted

Who's this new girl? Jack-O?

 

More like Pot Buster dat hoe.

Posted

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.

Posted

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)

 

Posted

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.

  • 2 weeks later...
Posted

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.

 

Posted

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.

  • 2 weeks later...
Posted (edited)

About 2:46, did trishula get a charged version or something? that first one looked slower

For 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 by Darlos9D
Posted (edited)

About 2:46, did trishula get a charged version or something? that first one looked slower

Looks 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 by Red Star
  • 3 weeks later...
Posted (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 them

Example: After Heat Extend in the corner you do a short Hammerfall-Break to get in and use Trishula YRC on your opponents wakeup

If you space it right, it will not hit the opponent if he blocks or holds up back

Your options now are: Pot Buster, Heat or HPB

If 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 like

At first your opponent will respect the Trishula oki and hold back to block > Pot Buster him

After some time he will begin to hold back up (because he anticipates a Pot Buster) > wait a sec to confirm his jump and Heat/HPB

Eventually 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 damage

Hope this helps your gameplay, fellow soldiers

Edited by Owner
Posted

- 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 asap

But 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?

Posted (edited)

Thanks ill start training asap

But 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 Block

FD: Faultless Defense

BS: Blitz Shield

Use 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 by Darlos9D
Posted (edited)

So this happened today on netplay. I can officially add "meaty Extend oki" to my list of accomplishments.

Edited by Ctrlaltwtf
Posted

So this happened today on netplay. I can officially add "meaty Extend oki" to my list of accomplishments.

Uh---- uhm

Okay 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.

  • 1 month later...
Posted

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?.

Posted

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

  • 2 weeks later...

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