jak d ripr Posted January 22, 2015 Posted January 22, 2015 You need to cancel 6HS into Hammerfall pretty early after it hits 6K on the other hand can be canceled into Hammerfall pretty late (otherwise you wouldn't get enough charge time) Ah, that's definitely what I'm doing wrong. Thanks.
Circuitous Posted January 22, 2015 Posted January 22, 2015 Cancels not done during hitstop still need to be done during active frames. 6K has more, making it a bit more lenient.
MTHopton Posted January 22, 2015 Posted January 22, 2015 Any option selects you guys are using in particular? I feel like I need to incorporate some into my game, but don't know where to start. Thanks in advance!
zlatko Posted January 23, 2015 Posted January 23, 2015 Does anyone here know two things: 1) Common/good spots to do SPDs? I know a YRC hammerfall when the opponent is in the corner is a good way to set one up. 2) What is some common mix ups to use after a knock down on an opponent you are having success with?
jak d ripr Posted January 23, 2015 Posted January 23, 2015 Does anyone here know two things: 1) Common/good spots to do SPDs? I know a YRC hammerfall when the opponent is in the corner is a good way to set one up. 2) What is some common mix ups to use after a knock down on an opponent you are having success with? Well there are a couple ways I know of, not sure how viable there are but here goes: 1. You do cr. p, k, hammerfall break, SPD. 2. st. K, cr. slash, f. k, hammerfall break, SPD. 3. j. slash SPD(you do this when you've conditioned them to block after a j.slash) 4. backdash SPD(really awesome "reversal") As for oki, well my oki game is pretty weak right now. I just go into either a j.slash or a st.K(depending on range and how much time I have) and then I either go into a string to knock them down again or a string into a hammerfall break. Now time for my question, so I'm getting the hang of f.k cancelling, but I was wondering if there was any reason to learn the f.k into hammerfall combo because the timing on that is a lot tighter than the wall splat combos. Like I get the cancel, it's just always like a frame late. And if I do, does anyone have any tips to make it easier? Like I'm holding back immediately after I press f.k but I'm still coming up a frame short. I definitely feel like there's something I'm missing here.
Red Star Posted January 23, 2015 Posted January 23, 2015 Well there are a couple ways I know of, not sure how viable there are but here goes: 1. You do cr. p, k, hammerfall break, SPD. 2. st. p, cr. slash, f. k, hammerfall break, SPD. 3. j. slash SPD(you do this when you've conditioned them to block after a j.slash) 4. backdash SPD(really awesome "reversal") As for oki, well my oki game is pretty weak right now. I just go into either a j.slash or a st.p(depending on range and how much time I have) and then I either go into a string to knock them down again or a string into a hammerfall break. Now time for my question, so I'm getting the hang of f.k cancelling, but I was wondering if there was any reason to learn the f.k into hammerfall combo because the timing on that is a lot tighter than the wall splat combos. Like I get the cancel, it's just always like a frame late. And if I do, does anyone have any tips to make it easier? Like I'm holding back immediately after I press f.k but I'm still coming up a frame short. I definitely feel like there's something I'm missing here. For the most part I think you are better off doing j.P instead of J.S if you want to tick into SPD as the blockstun is a lot less, FAB mixes up J.S and J.P quite a bit on wakeup. I would also avoid standing P as oki as it whiffs on most crouching characters and it has less frame advantage than 2P, and unless you are jumping people have no reason to block high against Potemkin. To answer your 6K question, outside of being close to max range 6K, raw 6K>HF is pretty much not going to work. That being said close 2S>6K>HF is pretty easy to do thanks to the buffer 2s>6K gives you. Very much worth it to as Hammerfall gives you a knockdown and you can actually hit confirm it.. Or of a block whatever into 6K the buffer lets you get a hammerfall, but I would only personally only do that if I had 50% meter.
Garalian Posted January 23, 2015 Posted January 23, 2015 To get the backdash on wakeup, we need to input it in a similar window like you would a DP, right? Really been needing to backdash more. Also, should I be worried about keeping a charge at every possible moment when I'm on the offense? The only thing I'm able to get consistently is [2]2P > [4]5K > [4]5H > HFB > stuff, but I still gotta grind it out in training mode before I can utilize it effectively.
Flick Posted January 23, 2015 Posted January 23, 2015 Can you guys please use the right words/notations. Potemkin Buster(PB) is not SPD, and i think there's a big notation thread mention we should use number to refer to the state of move: like 5K,2S,... etc
Red Star Posted January 23, 2015 Posted January 23, 2015 To get the backdash on wakeup, we need to input it in a similar window like you would a DP, right? Really been needing to backdash more. Also, should I be worried about keeping a charge at every possible moment when I'm on the offense? The only thing I'm able to get consistently is [2]2P > [4]5K > [4]5H > HFB > stuff, but I still gotta grind it out in training mode before I can utilize it effectively. You should be keeping charge whenever possible. For the string you mentioned you should be holding [1] for 2P to get charge. Say you want to do 2P>HFB>2P>HFB as pressure. Do [1]2p then 161HS+P for the Hammerfall Break motion. By doing the 161 motion you will already be charging while you hammerfall break. And when you jump forward be holding back for charge unless you are looking to IB something.
jak d ripr Posted January 23, 2015 Posted January 23, 2015 For the most part I think you are better off doing j.P instead of J.S if you want to tick into SPD as the blockstun is a lot less, FAB mixes up J.S and J.P quite a bit on wakeup. I would also avoid standing P as oki as it whiffs on most crouching characters and it has less frame advantage than 2P, and unless you are jumping people have no reason to block high against Potemkin. To answer your 6K question, outside of being close to max range 6K, raw 6K>HF is pretty much not going to work. That being said close 2S>6K>HF is pretty easy to do thanks to the buffer 2s>6K gives you. Very much worth it to as Hammerfall gives you a knockdown and you can actually hit confirm it.. Or of a block whatever into 6K the buffer lets you get a hammerfall, but I would only personally only do that if I had 50% meter. Oh ok, ill remember that. So what's st.K used for? It has less range than cr. P and it seems slower(I might be wrong on this one) so I'm not really sure where I should be throwing this out. Lol, yea everyone told me 2S>6K hammerfall was "easier", but I guess that's all relative. Although I think I'm getting better at it, I've already gotten it like 4-5 times today whereas I only got it once in like an hour of practice yesterday.
zlatko Posted January 23, 2015 Posted January 23, 2015 Thanks for the info gang. Reading up on the major conversation going on in here with 6K into Hammerfall---is this an actual combo? I've tried to input hammerfall right after a 6K but they never connect. Instead I will cancel my 6K into booger fling.
Darlos9D Posted January 23, 2015 Posted January 23, 2015 Thanks for the info gang. Reading up on the major conversation going on in here with 6K into Hammerfall---is this an actual combo? I've tried to input hammerfall right after a 6K but they never connect. Instead I will cancel my 6K into booger fling. Sound's like you're accidentally hitting some downwards directions when you go to do hammerfall. Just be careful with your motions there.
Koozebanian Fazoob Posted January 23, 2015 Posted January 23, 2015 Oh ok, ill remember that. So what's st.P used for? It has less range than cr. P and it seems slower(I might be wrong on this one) so I'm not really sure where I should be throwing this out.5P is faster than 2P. It has a very good hitbox, it works as your fastest AA option in some situations. On air hit it combos to c.S, so you can get combos to heatknuckle from it depending on spacing.It also wiffs crouchers so it's a gimmick throw setup. Not great but it's kind of funny.It's not super useful anymore unfortunately.
jak d ripr Posted January 23, 2015 Posted January 23, 2015 5P is faster than 2P. It has a very good hitbox, it works as your fastest AA option in some situations. On air hit it combos to c.S, so you can get combos to heatknuckle from it depending on spacing. It also wiffs crouchers so it's a gimmick throw setup. Not great but it's kind of funny. It's not super useful anymore unfortunately. Omg I'm an idiot, I've been referring to the wrong normal this whole time. I actually meant 5K, I have no idea why 5P was coming to mind. But on the other hand you answered a question I was going to ask about 5P being used as an AA, so thanks for that.
Red Star Posted January 23, 2015 Posted January 23, 2015 Omg I'm an idiot, I've been referring to the wrong normal this whole time. I actually meant 5K, I have no idea why 5P was coming to mind. But on the other hand you answered a question I was going to ask about 5P being used as an AA, so thanks for that. Yea, that changes everything. 5k is a solid move, I like empty jump 5k as oki. When 5P hit crouchers it was a pretty solid move to throw out, I really hope they change his 5P in later iterations of Xrd. Right now I use 5P mostly against I-No to catch the dash. That characters is straight stupid in this game.
Garalian Posted January 23, 2015 Posted January 23, 2015 You should be keeping charge whenever possible. For the string you mentioned you should be holding [1] for 2P to get charge. Say you want to do 2P>HFB>2P>HFB as pressure. Do [1]2p then 161HS+P for the Hammerfall Break motion. By doing the 161 motion you will already be charging while you hammerfall break. And when you jump forward be holding back for charge unless you are looking to IB something. Crud, yeah, meant [1]2P. Anyway, thanks for the tips, its only just now sunk in that I should treat HF/HFB as a cancel. Gotta keep grindin that execution, tho.
zlatko Posted January 23, 2015 Posted January 23, 2015 I hate the Axl and the Leo match up. Both are very different. Axl I can't get started on. Leo I feel like I can block forever if I want but I can't strike back...there's no damn holes :/
Dirty Magic Posted January 23, 2015 Posted January 23, 2015 Omg I'm an idiot, I've been referring to the wrong normal this whole time. I actually meant 5K, I have no idea why 5P was coming to mind. But on the other hand you answered a question I was going to ask about 5P being used as an AA, so thanks for that. You need to work on your notation, you're even confusing yourself hahahah. It's important too, because besides many people disliking SF4's weird notation (Being harder to read and not being universally effective), f.S means something COMPLETELY different from f.MP in SF. Anyways, 5K is great as a meaty tool, I tend to abuse it on wakeups. It's 9 frames active, so borderline impossible to mess up, and will stuff opponents trying to throw often. Of course if you do it point blank and your opponent nails the 1f window you're hooped, but I have only been grabbed roughly 1/100 times on face to face wakeup. It also sets up frame traps, easy confirms into knockdown, other setups, and great/easy damage. 5K (c.S) 2S -> stuff. However it is a slower start up, so really it's best used with oki imo. 2P is our go-to poke. 5P whiffs on crouchers so that essentially kills it's use. I 5P as an AA and if my opponent is airborne.
Circuitous Posted February 2, 2015 Posted February 2, 2015 5K can be thrown out on oki at a far enough range to be unthrowable, though your combos/pressure afterwards are more limited. Risks, rewards, etc.
MTHopton Posted February 3, 2015 Posted February 3, 2015 Leo I feel like I can block forever if I want but I can't strike back...there's no damn holes :/ I can't provide any decent advice for Axl, but I play a couple of good Leos regularly and I mainly try and FD the pressure once they introduce specials in their strings for a while to keep him from maintaining it constantly. You can also throw the H rekka (the name escapes me) if you notice they continue to do it in their pressure and I'm pretty sure you can PB it too. Once you do that a few times, the pressure tends to stop being so suffocating as they need to adapt and find other strings to use. Hope that is of some use for you.
Ctrlaltwtf Posted February 4, 2015 Posted February 4, 2015 Potemkin Loketest changes (1.1) needs translating Something about 5P or 2P, can't remember which is which. Hammerfall something Trishula a lot of somethings Homing Dash something
This Man Posted February 4, 2015 Posted February 4, 2015 Via Google translate: Standing P I have changed the attack level from 0 to 1 . Hammer Fall I've expanded the attack decision forward . Trishula When you have a yellow Roman cancellation just before occurrence missile has to be generated . The lifting of the hit at the time of the opponent I was low . I declined the passive down time during normal hit . I grew a passive non- time at the time of counter hit . Homing dash I added a homing dash . All changes in Japanese found here: http://ggxrd.com/locatest.pdf
WolfCrimson Posted February 4, 2015 Posted February 4, 2015 Homing dash?! but what does that even mean?
Flick Posted February 4, 2015 Posted February 4, 2015 Potemkin Changes 5P hit level from 0->1(best buff) HammerFall's priority increased Trisula Now projectile comes out even if YRCed right after startup.(buff) Trisula on hit cause opponent float lower(buff) Trisula's normal hitstun decreased(shitttt) Trisula's CH hitstun increased(nice buff) Homing Dash added(what???, will I have running Potemkin =))) Ninja'd
Tae Seong Kim Posted February 4, 2015 Author Posted February 4, 2015 Maybe they are talking about ICP homing?
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