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Posted

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.

It definitely should be a big buff. It should open up some combo paths.

Things like 2H>Hammerfall Break>Super Jump j.P>j.K>ICPM. S>jump cancel>j.P>j.P>j.K> Double jump j.S>j.HS>ICPM. Are things FAB mentioned on his twitter, though I am not sure if he is saying they are combos or his theorizing it. This would be a bit like AC+R Pot with his 2H>HFB>Superjump combos.

Being able to put someone in the corner off of a Hammerfall>RC combos from half screen is something I can definitely get behind. Or Empty jump into 5K>2H>HFB>Super jump>j.P>j.K>ICPM, if that works I will be very happy.

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Posted

It definitely should be a big buff. It should open up some combo paths.

Things like 2H>Hammerfall Break>Super Jump j.P>j.K>ICPM. S>jump cancel>j.P>j.P>j.K> Double jump j.S>j.HS>ICPM. Are things FAB mentioned on his twitter, though I am not sure if he is saying they are combos or his theorizing it. This would be a bit like AC+R Pot with his 2H>HFB>Superjump combos.

Being able to put someone in the corner off of a Hammerfall>RC combos from half screen is something I can definitely get behind. Or Empty jump into 5K>2H>HFB>Super jump>j.P>j.K>ICPM, if that works I will be very happy.

Right now, i'm think about many possible things we can get from those changes, i can list some so that we can have something to discuss:

-6P: i don't know if you guys noticed or not, but even on normal hit and the opponent is not floating high, we can link 5P after 6P normal hit. So chance that we can get things like 6P(CH or not)>5P>f.S>jP>jK(jc)>jK>jH>ICPM(or 5P(JI)>S.f>sj.P) to get the corner knockdown. Or 5P>S.f>Heat for damage and meter.

-The buff on S.c hitbox: If it's significant we can have things like 5P>S.c(JI)>S.f>sj.P>jK(jc)>jK>jH>ICPM. Which is very nice.

-I've tried 2H>HFB>sj.P and it works, though it's tight link. But things like 5K>2H>...looks not so possible because of the lack of 2S vaccuum(2H's horizontal hitbox is awful, IIRC point blank 2H doesn't hit Faust). But at least we got things to go into after a normal hit 2H

 

Posted

-I've tried 2H>HFB>sj.P and it works, though it's tight link. But things like 5K>2H>...looks not so possible because of the lack of 2S vaccuum(2H's horizontal hitbox is awful, IIRC point blank 2H doesn't hit Faust). But at least we got things to go into after a normal hit 2H

 

5k>2H does work on Faust, though at near max 2H range 5k>2H does not combo on him. 2H only whiffs on Faust point blank while he is crouching, but it does work if you hit him crouching after 5K because his hitbox while being hit is larger. However because of Faust's wonky in air hitbox the super jump j.P>j.K doesn't connect because j.K whiffs under him, that might get fixed in the update though. 2K>2H also combos but only on people crouching, and if they are crouching they probably shouldn't be getting hit by lows.

I could see it being used right outside of throw range against wakeup throw happy people. Or if you safe jump j.S a lot you can mix it up with empty jump 5k>2H>HFB. It would be a hell of a lot better if we had vacuum 2S, especially if your opponent FDs your 5K.

I wonder if we could get anything off Airthrow>RC>j.K. It almost looks against Sol like you could get j.K(jc)>j.S but that is probably a stretch.

Posted

I wonder if we could get anything off Airthrow>RC>j.K. It almost looks against Sol like you could get j.K(jc)>j.S but that is probably a stretch.

I don't think Pot's air throw has auto JI. and jK(jc)>jS doesn't combo though, only jK>jS does.

If air throw has auto JI, i think airthrow(RC)>jK(jc)>jK>jH>IPM would be very nice

Posted

I don't think Pot's air throw has auto JI. and jK(jc)>jS doesn't combo though, only jK>jS does.

If air throw has auto JI, i think airthrow(RC)>jK(jc)>jK>jH>IPM would be very nice

You definitely can double jump out of an airthrow. I don't think j.K(jc)>j.K will have the hitbox to connect though, but maybe. I wish it was like +R where j.K(jc)>j.S did work, but I think j.K was a level 3 in that game.

Posted

You definitely can double jump out of an airthrow. I don't think j.K(jc)>j.K will have the hitbox to connect though, but maybe. I wish it was like +R where j.K(jc)>j.S did work, but I think j.K was a level 3 in that game.

eh, jK after patch is lv2 in Xrd~equally to lv3 in previous game, But i don't think jK(jc)>jS work in +R, you can check that out if i'm wrong.

And jK>jK connect if opponent are not too higher than you(that's why i mentioned the JI stuff, super jump will help we get the height we need). But jK(jc)>jK works only without untechable decay. So i think figure out the new air combo route will be not easy

Posted

eh, jK after patch is lv2 in Xrd~equally to lv3 in previous game, But i don't think jK(jc)>jS work in +R, you can check that out if i'm wrong.

Just tested it. jK(jc)>jS does work in +R but it is moot because it only works when the starting hitbox of j.S hits and not the ending part so it probably wouldn't work here regardless. I can live without a corner carry of an airthrow but it would be nice. I am just glad to get an air combo that isn't j.P>j.P>j.K(jc)>j.K>j.P>j.P.

FAB also had on his twitter Heat(1)>RC>Trishulax2>j.K>j.H>ICPM. I hope trishula x2 works off counter hit 2h. Though nothing about the loketests are final, so who knows what will stick in the actual update.

Posted

I'm trying to learn the MU against Sol, and I heard Pot had a safejump setup with j.s, but I don't think I've any idea when/how to use it. I'm guessing I wait a bit on knockdown and jump in with meaty j.s on wakeup, but I kept getting blown up against decent Sols. Any videos or something detailing this?

Posted

I'm trying to learn the MU against Sol, and I heard Pot had a safejump setup with j.s, but I don't think I've any idea when/how to use it. I'm guessing I wait a bit on knockdown and jump in with meaty j.s on wakeup, but I kept getting blown up against decent Sols. Any videos or something detailing this?

You can instantly jump at him after pot buster or double jump. After 2d, I always walk forward a bit and jhs or hf meaty 5k if they respect my pressure. Hard to describe in text so go to training mode and mess around with setups!

Posted

http://www.twitch.tv/joniosan/b/638680412?t=9h24m30s  Potemkin new 6k loops. 2D>RC>(6K>HFB)x4>6K>trishula>6k>trishula>heat extend.

Not much later FAB shows off Potemkins new 6D(5d with dash forward after). Does 6D>6H>HFB>6H>Gigantor>6H>Heat Extend.

At 9:40:35 he punishes a blocked Sol dp with 5S>2H>HFB> super jump j.P>j.K>ICPM. Puts Sol just about in the corner from half screen.

At 9:18:30 he does catches Elph jumping with a counter j.H lands j.P>j.K>dj.S>j.H>ICPM.

There are parts where his ICPM combo didn't work. I didn't write down the times but I remember when FAB was fighting a Leo he did some double jump combo and the ICPM didn't combo. I am not sure if it is because of the length of the combo or the positioning of the opponent.

Other notes from the stream. Extend either does have more untechable time in 1.1 or no one was teching. This will be a very nice change. And Potemkins using something like 2P>5P>5S>Extend after buster, might be nice for those distances where you are not sure if c.S will come out. Flick destroys Elph grenades now, thank you lord. Haven't been able to watch all of it. If anyone saw anything cool please post a timestamp.
 

Posted

Safe jumps seem fairly forgiving to do in this. Doesn't seem like there's landing recovery like in SF4 but does anyone know for sure?

 

If/when they follow-thru with the patch and add buffering for moves or buttons, I feel like that'd hurt Pote's vital meaty/safe jump game.

Posted

Flick destroys Elph grenades now, thank you lord

 

Praise be.

 

Kind of off topic, but did they change elph 5h to not be special cancellable when she mashes?

Posted

It was my most antecipated change

I think you can see Leo blocking it low here http://www.nicovideo.jp/watch/sm25832688 ( ~3:40 )

Shortly after, one of those new trishula loops

 

It doesn't hit low as far as I am aware. The reason Leo blocked 5p low there is because he just blocked a j.H then switched low. In GG and some other fighting games when you block high then switch low it will still keep your standing hitbox momentarily. FAB has been using this for a long time. You can see in his pre 1.1 video he will meaty j.S>5P a lot. This is not a new change for Potemkin.

Edit: This also belongs in gameplay discussion as it is not about combos.

Posted

What type of exercises can I perform to ensure the fastest possible Hammerfall?

Posted

Well I'm sure other people probably already knew about this, but I was not aware that you could YRC the startup of HPB and only spend 25% meter but get all the invuln. Not sure if there's any particular reason to use this option over Backdash YRC or other stuff though.

 

I'm not seeing anyone using Trisula except in combos so far in 1.1, anyone heard if it's ending up looking pretty bad even with the YRC?

Posted

Well I'm sure other people probably already knew about this, but I was not aware that you could YRC the startup of HPB and only spend 25% meter but get all the invuln. Not sure if there's any particular reason to use this option over Backdash YRC or other stuff though.

 

I'm not seeing anyone using Trisula except in combos so far in 1.1, anyone heard if it's ending up looking pretty bad even with the YRC?

I think because of the horizontal hitbox, it looks not different from previous version

Posted

What type of exercises can I perform to ensure the fastest possible Hammerfall?

I'm assuming you meant hammerfall break:

Get used to either pressing H + P at the same time when doing Hammerfall break or plinking H ~ P. So like charge -> do a normal -> HF -> HFB with (H + P or H ~ P).

 

If you meant the earliest hammerfall, you just need a feel for the time needed to charge it. You can input hammerfall at the 30th frame of charging (so half a second). Not sure how to practice that except by trying to do normals into hammerfall as pressure until you get used to timing it.

Posted

Well I'm sure other people probably already knew about this, but I was not aware that you could YRC the startup of HPB and only spend 25% meter but get all the invuln. Not sure if there's any particular reason to use this option over Backdash YRC or other stuff though.

 

I'm not seeing anyone using Trisula except in combos so far in 1.1, anyone heard if it's ending up looking pretty bad even with the YRC?

Trishula YRC is practical on every character on ICPM Oki. I feel like it's not actually possible to meaty with after 2D and if you try, people can just BD (midscreen) or DP.

 

But 1.1 has only briefly been out so I'm sure there's still some experimenting to do before anyone wants to try it in a competition.

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