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Flick

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Everything posted by Flick

  1. i have the same problem, but i used akishop360+ and i managed to fix that by force PS4 mode, if i use legacy PS3 mode, there's significant delay compare to PS3. Dont know if that help
  2. Can you use this to dodge move with 2-3 active frames, if yes. Then we can confirm it works
  3. jHS only knockdowns if opponent is low enough
  4. 6K is a stagger low, 2nd hit of 5H is overhead
  5. how did you do 2 consecutive 6H without releasing D
  6. How is the damage compare to old 5D6 combo Shinsin. Like (old) 5D6>6P(2)>2H>S Drill compare to 5D6>6H>6H>5H>S Drill?
  7. err, Sol's 6P, Sin's 6P, Slayer's 2S/6P, El's c.S, May's 6P/2H or even Ky's 2H on CH can be a round ending blow if you ask me
  8. IIRC, stylish mode changes the character drastically. One thing i remember is stylish Potemkin doesn't have Hammerfall...
  9. If you're talking about teleport. I suggest pratice neutral jump IB>air throw on reaction. It's the near-perfect answer for teleport
  10. that's actually a deeper layer of anti-airing. Remember that i told you "don't be the one to go first" > that's my key fundamental thought on anti airing. As long as you are not the one who jump first, you'll always be the one who's under your opponent, and in almost air to air/air to ground situation in GG, the one who is under is the one with advantage. I can list a bunch of example here: you're on the ground and oppo's in the air: your 6P will always beat them if you do it right. Oppo's landing on the ground - you'll always be the one who can throw him first, due to landing recover frame and the ground hurtbox of your opponent appears 1frame before landing. Both in the air and trying to air throw, if oppo's above you, you'll always win the throw due to the throwbox is lower than your head ... etc, maybe more than enough for you to recognize the huge advantage here Take example from what younghou said: Actually there's always a safe(but sometimes very hard to do/confirm.judge) way to deal with them. If millia is jumping near you and you can smell an airdash over, just neutral jump and prepare to IB>airthrow or just straight up air throw - she's above you in the air > therefore she can't throw you before you throw her, if she does an air move into blockstring, try to IB them and air throw. If she hesitate do do shit, tag her with jP or wait for her to fall down and throw out your 6P. This seems textbook and easy in paper but in fact very hard, and i can only recall 1 person can do these kind of anti air into it's fullest - it's FAB. But even if you're not FAB, you can still practice this things into like 4-50% and make your Millia opponent never want to meet you in the air. In Ram and Sol's case you can do the same thing. With Ram, if she's jumpin above you, best thing she can do here is jH(H sword equipped),jP,airdash,or double jump. instant air IBed jH guarantee a throw, jP blockstring can be IBed mid string and air throw, if she double jump, she's still above you and is even in a worst situation because she's lost her safest option(airdash back away), if she airdash you can always air throw the airdash startup ...
  11. Yeah, that's what i think(and saw) how to play neutral in Pot vs Millia matchup.That's what i tried to say when i said first you have to make her scared of coming into you. Potemkin's pre-emptive buttons and FDB is in fact very good (they have range, big hitbox and huge reward on CH, but quite lack speed). Don't be the one to go first, Millia's pressure is not something you should worry about, so blocking some of her blockstring is not problems. You should play an actively defensive neutral - if we need a term to define it
  12. On your side: keep walking foward and look out for sweep. 2P,5H,2D,f.S is your button to use on the ground. 2P is excellent, 5H has range and damage but is slow, 2D has better range than Millia's 2D, f.S good for jump checking but lose to run up 2D. Try to react to her IAD, airdash with 6P. If she jump, react with one or two 5P in case she airdash in ( if she throws pin you're safe due to 5P's short recovery), or just jump later than her, prepare to IB her blockstring/pin and get an air throw if you can. neutral jump jS/jH/jP is good(FAB told me that). Don't jump when she's running into you, just 2P/2D depend on range. Never try to do any air normal beside jD if she's under you, and even jD is not abusable, an IB>throw can take you from left corner to right corner Don't slidehead, it's a good tool but millia can react easily and punish you hard for that. Avoid blind flicking, the reward usually doesn't worth the risk, just instant jump IB the pin In short: first you have to make her scared of coming into you, then you can run your game. @Blade: please don't say the things you don't know, 2P is not a low. And i belive no one use slidehead to control the ground
  13. vs Ino general stuff received from FAB sensei: Vs Note: it's best to flick if you can or just walk foward and crouching to dodge. Being able to flick HCL on reaction is good Yomi slidehead Patiently walk/jumping until you can reach her, mixing with megafist to counter HCL and neutral jump to counter big tree to attack something about charge blitz yomi on okizeme that i couldn't understand Original twitt here: 音符はデコピンと歩いてしゃがみでやり過ごすのがベスト ケミ打つところ覚えてデコピンが出来るといい 読みのスライドもあり 飛びと歩きで牽制触れる所まで来れたらケミ潰しのメガと大木読みの垂直Jを混ぜて攻める 被起き攻めは溜めブリッツと溜め無しで読み合いに出来る
  14. 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
  15. you might have release D before doing the unsummon. Next time, make sure you still holding D down when doing unsummon motion
  16. As a Potemkin player which have tried a lot of other character to figure out how to deal with them. I Also agree to the point that there are 2 char that seriously need some change(buff) now is Potemkin and Ramlethal, maybe Venom in addition because the system is now step by step ruining him. Just a little or two buff now could make me really happy for my Zepp soldier, maybe not something super big like 2S Vacuum/ AC Heat+Slidehead or 6K Overhead comboable. But little things like 6P jump/special cancellable or 5P hitting crouchers is very welcomed. They took literally everything from Pot and give him a 6K combo tool which is goddamn hard to do, or a Hammerfall YRC shenanigan which everybody knows how to deal with now. I was sometimes very stressed when fighting good Sin player now, he can zone me to death, and by some reason i can apply a little pressure on him, he just backdashes to get away with a very little risk and everything come back to where it have been. It's not like fighting with reasonable bad-matchup like AC Tes/Eddie, when i have chances to apply my offense on them, they are forced to take huge risks to deal with my pressure and by some mean " forced to play my game"
  17. the airdash/empty jump low mixup supposed to be airdash jS>jH/ empty jump 5K. airdash jH is way too slow and actually very reactable
  18. I don't know if you've known it or not,but Ky is not a mixup-reliant character, so it's better to not trying to play him that way. He focus on pressuring the opponent to make him want to get out, and then you punish the way he get out using your strong tools. So if your opponent just sit the crouch block, let him do it, just use your pressure-reset move to crank his RISC. When his RISC is flashing, even a simple throw RC combo can take away 60-70% of his life - that's what you do to stop him from crouch-blocking happy. And when he starts to do silly things to get out, that's when the fun start. You can frame trap him when he try to mash, 2H or air throw when he try to jump airdash out of your pressure. What i want to say is, don't just focus on how to opening your opponent directly, doing so with Ky can get you frustrated soon. Try to stay calm and waiting for his mistake, in addition you can give him some rope so he can hang himself easier
  19. Hmm then the dustloop wiki must be recorrected. I'm sure it has strike invi but not the entire duration, you can check by yourself
  20. just something to correct, Pot can cancel 6K into instant Hammerfall Break which is +3 on normal hit and -1 on IB. Trying to interrupt the 6K also contain the risk of getting Hammerfall CH RC into massive damage
  21. Chipp's leaf grab has strike invi but not throw invi, and it's super slow (at least >25f IIRC). Air throw is the most reliable and consistant way to punish leaf grab, there's reasons you rarely see it in high level matches. You don't need to call that shit out, or have godlike reflexes to be able to throw it on reaction
  22. daymendou can you re write the full evernote link. New dustloop doesn't allow me to open it via your link aboe
  23. 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)
  24. Theoritically you can do it after almost every knockdown(and u can see FAB has done it many time)
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