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Everything posted by Mike Z
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Yeah, I played def1n1tely's very good Millia a whole bunch the other day, and I'll agree with one of those for sure: - Meaty slide head owns her. If you get momentum she's dead (in 2 combos, even). Actually, the hardest thing to deal with was her simple corner knockdown (string to 2D) into Secret Garden pressure on wakeup - the rest of her wakeup games weren't too bad, but Secret Garden gives her a year where she can mix you up and be hidden behind the ball...also, flicking SG (even midstage) just seemed to get me hit after the flick, maybe I was doing it wrong. (^.^) - She can 6K over slidehead, and she can punish a full-stage slidehead with haircar if she sees you start it, so don't get predictable. - If she likes doing haircar to hit your backdashes (or with FRC on your wakeup), a last-second backdash in the corner will make her miss entirely and you get a free buster. It happens sometimes if she guesses you're going to backdash, but you didn't already. - As raekwon said, her 6P will beat all of your air normals except j.D, and it'll clash with that. She can also use 6P on reaction to j.D since they have similar startup. So if you jump in, be ready for the clash with another j.P or FD or whatever. Again, if you get predictable she can jump back and j.D your j.D into aircombo or just knockdown. - Beware using 6K->2H, if she wasn't right up next to you the 2H tends to whiff a lot if she's crouching (though if you know it'll happen you can FRC into buster for fun times). Also, she's one of the few people you can't even Giganter Loop once. - Camp the pin, for real. I don't flick it much since I tend to jump up and IB her air starters, but if you hit her and she didn't get it back make her pay for it. Winners have no honor. :^P Mostly, vs. Millia matches tend to be reactionary to try for the knockdown then winning from there. It's very difficult to be offensive against her since anything she guesses right will ead into 25% dmg and corner knockdown and mixup against you.
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Thanks HM, I didn't remember his account. Try this instead. Basically, go to bigooooooohh's account and search for ufo ポチョムキン and you find all of Satoshi's matches from the UFO tournament. They're nuts.
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The fact that you like Ver. Bebop makes me a sad panda. Potegaman IV is waaaay better. (^.~) Collection of links you should all have anyway: http://www.youtube.com/watch?v=mwIo3qrGgzo - combos you will never be able to do without a program pad. http://www.youtube.com/profile?user=HenakiX - Henaki's vids, he loves uploading Pot. And Axl, but we all know Pot's better. http://www.youtube.com/watch?v=CP3vtDRr-zA - Potemkin All-Stars, learn these and you are god. Not A god, THE god. http://www.youtube.com/watch?v=JWDnggD9ZkM - 3 great Pots vs. 3 great Baikens (a.k.a. "How to beat Baiken".) There was a giant tournament recently put up on youtube with about 15 Satoshi matches where he continually destroys everyone, but I can't find them since my Japanese is horrible. Possibly Hellmonkey will help.
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According to frame data: Robo's 5p is active for 4 frames and has 3 frames of recovery. Sol's VV has 7(S version) or 5(H version) frames of startup. Therefore, yes it is. When Robo does his 5p so it hits with the last 1 or 2 active frames, if Sol does a reversal VV Robo will recover first and be able to block.
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That was excellently put together.
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Conjecture from a Pot player's standpoint. Matchup Statistics: Japanese Ranking: 5-5 Stormlocke's Ranking: 3-7 (4-6 if the Robo player disconnects his opponent's joystick before the match) Openers: (Usually Pot's openers are on reaction to Robo's first move, so I'll have to do this backwards.) If Robo opens with 6P, Pot can Megafist Fwd to counter it on reaction. If Robo opens with anything else on the ground, including 2D, Pot can Slidehead it on reaction. Both of these moves can use the same motion, so it's fairly easy for Pot, unfortunately for Robo. However, if Pot chooses not to be reactionary and opens with 2S, 2P, 5S, Heat, 6H or Hammerfall, 6P beats them all cleanly. Recommend backdash or jumping away - at least you don't lose any life. Okizeme: Bazooka, bazooka, bazooka! Pot buster has startup; Judge Gauntlet has startup; reversal Slide Head will get hit before it goes active; reversal Giganter won't hit you; Hammerfall straight up loses; and if it's a Lv3 it'll hit his backdash at the end. Pretty much forces Pot to block, or do do a reversal Megafist to attempt to run or hit you. He can also do reversal Heavenly to run away, but that's foolishness! Remember to properly space yourself. If you mistime it and Pot manages to get a Gauntlet out, you'll be pushed back outside his range and you get a free combo anyway, and if he tried a Buster it'll miss. At worst if you screw up horribly badly and Pot escapes with a jump or backdash, he can't do anything to you from that range anyway. Punishes: For the love of god learn how to backdash, IAD, Robo Dash, or Horsie over Slidehead, and hurt him for doing them randomly. 6P vs Hammerfall. Gold Burst vs J.d can be very effective. Nezu has also been doing Level 3 Horsie, and if he hits Potemkin during Hammerfall he will immediately cancel into Punch Spam Super. Counters: 6P vs Hammerfall, again. 5H FRC command grab also works here (I get it from Xyth more than Storm though). Anti airing: 2H (Knee rocket) beats j.D, beats j.S, and forces Pot to guess what to do on the way down. Repeat it after the first one hits for big annoyance. Otherwise, Pot's j.S beats pretty much anything Robo has except his DP, even 6P. Zoning: Lv3 missiles can wreck Pot if used correctly - they are hard to reflect unless Pot has a lot of practice, and you can stay in the air afterwards to avoid him trying to Slidehead your recovery. Slidehead beats all your pokes except 2K/2S, so lots of keepaway poking is not recommended... Their game plan: Knock you down, apply sexy awesome okizeme, and keep you down and close to him. Luckily, Pot can't do the Giganter trap on Robo. Unluckily, Pot can easily do his best possible combo to Robo (Buster FRC 2S 2H Heat) for major damage and a knockdown every time. Mostly this match for Pot is reactionary until he knocks you down. Strategy: Don't do obvious Robo Dashes, or you will die. Spam Lv3 missiles. 6P vs Hammerfalls. Antiair with 2H. Runaway cautiously. Remember he can Buster you out of the startup of a Horsie. 80% Heat pressure works well though. Char specific details: Pot badly wants to flick missiles, so mix it up. He is looking to easily backdash your Robo Dash and score a free Buster, so those are risky. He can outpoke you with Slidehead or 2s, both of which lead into his awesome okizeme. He is also looking to randomly Giganter your offense, to Slidehead badly timed missile recovery (since they disappear once Robo is hit), and to HPB your aerial runaway. Delayed Getup: Don't. Avoid GOTFTSD unless it is to escape the Giganter Trap, if the Pot player is dumb enough to do it. Why not? Because all of Pot's okizeme options don't waste meter, and they all recover fast enough for him to simply realize you're still on the floor and do another one when you really do get up. Yes, even 6H. Plus, it's easier to time his meaties if you give him a 2nd chance, so don't bother. It doesn't benefit you in any way. Det Mode: Might be a good idea here, Storm uses it pretty well. It allows lots of Lv3 missile spam, which is a good thing. Kamikaze force break after the last missile will usually at least force Pot to block, unless he can HPB you out of it. Unfortunately, I can only explain that much. Bazooka: If one hits, you can usually hit with 5p x3 into 2s. Vs other characters you can only really get 5p x2.
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If he does 6k that isn't quite meaty, you can Judge Gauntlet or easily backdash (doesn't have to be reversal). If he does meaty 6k, you can reversal backdash or reversal Hammerfall (just watch out for 2h after). Although preferably, just block until the string is over - Baiken has to waste tension to keep the pressure on, and when she doesn't or can't, her pressure has pretty big holes. I fight Hellmonkey a lot, and I'd really go for blocking until she's done with whatever she was doing.
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I hit people here with it a lot, and they're mashing pretty well...also, from frame data: Bullet startup -> 51 6h startup -> 23 FDB startup -> 21 So you should totally be able to land it if you can land 6h after Giganter, which you can do if people mash. FDB also staggers for max 65f, whereas Giganter staggers for max 55.
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I do that a lot (in fact it was in Potegaman, hehe.) Anyway, you can make it Lv2 stagger-safe if you do (something) Giganter, hold 6 to walk a slight bit 3214S, HF/break PB. The Lv2 stagger out of Giganter is long enough that you can walk a small bit first, which makes you close enough that the FDB staggers long enough for it to combo. If you want it to combo, that is. On that note, if you dizzy someone and they don't have a burst, please for the love of god start with FDB before you PB, since it will give you the 25% tension you need to FRC. I see so many people not do this, then not be able to follow up... Mike Z
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Yes, you can, but I was listing what I've found to be the easiest way. If you walk, it makes your far 5s hit earlier in the animation, so if you do it once they get to the proper height it gives you more leeway and you have less of a chance of missing. Since I started holding 6 before FRCing through hitting S, I tend to miss less on everyone.
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From before, translated by POScrub: http://www.dustloop.com/forums/showpost.php?p=133561&postcount=154 Some of that is outdated, for instance you can do PB FRC HF FRC Giganter on May and Millia as well. As for what's possible in matches pretty consistently: Use 2s Heat on: Eddie, Testa, Sol. It's the best you can do consistently on them. Use 5s 2s Heat on: Millia, Dizzy, Slayer (walk forward and WAIT before the 5s), Anji, May (walk forward a slight bit, also if you do it too fast you get a close 5s that whiffs), Baiken (hard for me, for some reason), Johnny, Jam, Ky, and Faust. Use 5s Heat (which does 2 pts more than 2s Heat) on: Axl. Also you might want to use it on May as well since the 5s 2s tends not to combo. Use 2s 2h Heat on: ABA (easiest!), Robo (easy), Chipp (need to wait before the 2s, easyish), Bridget (easyish), Pot, HOS, Zappa, Venom, and Ino. I think I got everyone there.
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Also remember, if they see your 5D coming, they have 20 frames to react from seeing it start. If they react to the flash of your force break they have 14 (given you're fastest reaction) or you could land and go low or throw...also, since you're tiger-kneeing it I think the jump startup is 3 since it's a superjump. Mike Z
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I love shenanigans! I have no idea why people get hit by any of these, really. Ever. A lot of these are very costly, but they usually work...for some reason... 6K, Slidehead - I don't have any idea why people don't react, but they don't. Seems to hit more often if they blocked the 6K. Close mistimed meaty Slidehead (blocked) RC anything. Try doing 6K or Slidehead again - same comment, also use to continue the above if you're feeling gutsy. Blocked 6K, 2H, late cancel to 2D - Nobody remembers you can cancel 2H into 2D, apparently. Also works with random other blockstrings into 2H. PB (no FRC), small pause, whiff Hammerfall (no break) so that it recovers right as they get up, PB - I dunno, it works. Probably because it looks like you screwed up so much stuff, you have to be confused. If you land a knockdown (Heat being the best one, of course) in the corner, you can jump towards, then right as they start to rise doublejump into the corner again, and come down with j.K which will hit as a crossup even though there's no reason for you to be able to get behind them. PB FRC 2S, let them tech, Heat/Extend - does lots of damage and they can't tech the Extend since it was its own combo. This works on people mashing tech back, because a back tech off 2S doesn't go anywhere. You can time it so they are grabbed immediately as they tech. Burst antics: In or near corner, or as antiair: burst (either color), HPB as they tech - Burst at a stupid time, burst during their offense when you shouldn't, burst when they're near death, just make sure they aren't thinking when you do. This actually wins me a lot of matches even when I do it all the time. Do the HPB as if you were trying to combo it. (On a related note, if they like to tech bursts into an airdash, you should be doing this on reaction to get them to stop.) Superjump or doublejump, whiff gold burst, PB on landing - lots of people try to punish a very high gold burst much too early. Remember you're invincible the whole way down... Whiff gold burst, option select throw/Judge Gauntlet - the motion is 63214 (hold 4) H~D, which either gets you an immediate throw to beat their normal, or a Judge Gauntlet to beat their burst punish. Also, remember Slidehead has stupid invincibility at the end also, so if they jump at you you can do an early Slidehead so that instead of their jumpin whiffing at the beginning, it whiffs at the end as you get up, and PB them on landing. If you get the timing down for this people tend to stop attacking Slideheads completely for a bit. Also works if you can predict them wanting to attack you on the ground. Mike Z
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CUT (California Unification Torunament) Videos 11/17/07
Mike Z replied to Hellmonkey's topic in Archive
You ain't nobody, you play penis matches. ....or something. Mike Z - No homo? -
pulsr plays every character to the same level of effectiveness. (^.^) Mike Z pulsr is also very sexy in a wet t shirt ;0
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He's actually chained to his chair for the duration of the translation, and we're watching by security camera. :^P Many thanks to POScrub for doing something Hellmonkey won't. (^.^) We all know it takes a lot of time, some of us just...forget... Mike Z
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+2 for Pot, although we pretty much all know what makes him good anyway. Mike Z
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If you double tap with 2 fingers hitting the same button, it's pretty fast. Many good 3s players doubletap all the time - Pyro, for example, does it for every button even for whiffs to build meter. It's no substitute for learning your links, but it helps in case you mess up or the controls are bad. Plus that way you can do everything slightly early, guaranteeing the doubletap has you covered. Mike Z
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PB FRC 6H - Yeah, I got it with a method from another game too; hold 6 and piano PKSH in that order. If you treat it like a 3s super (where you want to press and release each button on its' own frame) you've let go of P by the time you hit H, and it still counts the differently-timed PKS as an FRC. --- PB FRC 6H Giganter 6H Heat Extend is full stun for 75% tension on everyone lower than 70. If you end with 6H HF FRC (2s) Heat you can stun 70's sometimes. Feels like XX/#R days again...only now you can stun off any part of corner mixup - 5k, 6k, or PB. (remember, ~ means kara-throw timing, so H~P is H then quickly P) 2H HF/Break APB - what worked for me was, learn to do 1 6H~P 32147 6D as one continuous motion (figure it's like Dizzy's super or something, ha). Just practice it by itself and make sure the APB comes out every time as fast as you can. Then when you hit with 2H, right as hitstop ends, do this motion and you win. Also practice on Eddie or ABA or anyone that 2H Giganter will hit on the way up, they're easier to APB. Some people (i.e. me before) used to try to do 1H then during hitstop 6H, then P right as hitstop ends, but since hitstop can happen at different times I found it a lot easier just to figure the entire thing was one motion. Mike Z
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Hmm. POScrub (or raekwon), any advice on PC FRC 6h? I can do all the APB stuff, but my execution for this is terrible, or I'm not figuring out the trick. :^) PB FRC 6h Giganter 6h Heat stuns Sol (whee, back to #R!), I just can't DO it! I want to be able to stun off any variation of the corner mixup - he's already got 5k and 6k, now I just have to be able to consistently do it off PB. Corner PB FRC back jump APB is easy-ish on May, Faust and Sol, and totally doable on Anji, Axl, and Dizzy. No bursting! Mike Z
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POscrub - Thank you! Most of the actual combos are pretty obvious, but the notes are helpful. 14 - I land that combo on Dizzy sometimes. :^P 17 - You can do it in the corner on a few people...midstage is probably out though. Mike Z
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I asked Hellmonkey for help on translating specifics, and all I got out of it was: "for 10 (PB FRC 2s 2h HF/break APB) the note is Hard. If you can do it it's strong. But it's hard. If you can land it on faust it's at the level you can brag about it." If nobody's willing to translate it, I can probably help you with timings just because most of it is obvious from the vid - it's all just hard. :^P Mike Z
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Dizzy is 5s 2s. 2s is less damage, and 2s 2h is nearly impossible even with walking towards her. Mike Z
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6k DOES have some kind of throw invincibility, weirdly. Everyone's been guessing about it - it appears to be randomly before he hits, or something. In the latest batch of match vids (from http://blog.livedoor.jp/trf_ggxx/) PO vs. PO, p1 gets knocked down, and P2 does 6k which goes through P1's wakeup Pot Buster. !!! Mike Z
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Extra 18 damage. Same tension gain. Same Guard Bar subtraction. So, just damage. And style points. Mike Z