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Flick

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Everything posted by Flick

  1. Potemkin has always been Slayer's worst matchup...
  2. Yeah pretty much going to say the same things. If she's standing still for at least ~40frame inviting you to buster, then why not doing it
  3. It was actually a part of AC Potemkin's "Vortex"
  4. I've experimented and applied this for a long time but now in Xrd when backdash seems to be really a bitch to Potemkin, and 5K got slower, it's harder than before. Can you lab it and test what things work for what char with backdash catching OS, i will also do it and post it there when i have access to console
  5. I think there's 2 reasons: -First: because the opponent in that situation has a counter-measurement to HPB(HPB is not as godlike as you think-even weaker when you have to fight opponent who know how to jump safely vs HPB). Got a friend who saw FAB vs Ruu in XX and said why FAB didn't just HPB when Ruu's dancing around - just because Bridget can just press a button to stop HPB and make Po lose 50% tension -Second: Maybe they just didn't see the opportunity. Watching the video is always easier than being in the video yourself - if you know what i mean :D
  6. He's a pretty solid venom, but: -His defense's not quite good, you can see in 2nd round he got destroyed when put in the corner (get tagged by 2 6HS - ????). -He seems rely on 5D alot, so don't get hit by 5D. It's not a difficult task Also on your side, here's my advise: -Don't blind flick when he's nearby -Try not to backdash, just walk forward and prepare to IB balls, tension plays a huge role in this matchup.Also don't spam hammerfall. You can see Abegen got hit alot by stray balls > bad things.
  7. they can just mash throw when blocking voltic dein, and don't forget about 6P which can CH your jD attempt. Setups like this have always been a thing since XX, but it's kinda gimmicky and maybe just can catch someone too sleepy
  8. ok i'll do that
  9. Then what if they throw you back. That kind of setup is really risky, i'd rather do a jump-in mixup, easier to hit, safer, more damage if successful
  10. So Kedako has updated the 1.1 pot's frame data weeks ago, do you guys want/let me edit the wiki or someone can do that. Pot players are so rare these days
  11. Don't FD that thing unless you want to prevent chip dam. ball is projectile therefore Venom isn't affected by hitstop when the ball touch you - he'll gain even more frame advantage and will not be pushbacked more.
  12. Just like 1.0 YRC OS burst bait in 1.0, blitz put enemy in hitstun
  13. Shoulda work with your anti air and fuzzy defense. That Potemkin guy plays really simple(but also really effective) but you keep falling for some really basic stuff (empty jump low okizeme, slide head and HFB YRC reset after blockstring, etc). And i think you should try focusing more on wiff punish. And don't afraid to approach. From a Potemkin player, i have to admit that if a slayer's approaching unpredictably, it's not easy to counter with potemkin. Try doing things as fast as you can so the potemkin will have no time to think about what you're doing. If you're afraid of being IBed>Buster, just scouting him and bait for that. A wiff Buster can be all you need to end a round. To sum up, don't play a normal slayer in this matchup, don't be scared, you scared = you die(but also don't play recklessly)
  14. Maybe because with that disc setup, he can place a meaty 2S at a perfect range that can make DP wiff - can u try that for me. I've been experimenting with this for a while but never thought of doing setup like that
  15. nice, seems like i have to check it by my self. Maybe the cross guard doesn't affect when both May and the ball in the same side Sorry for my previous comments, if this came out earlier, there weren't that much worthless talk =))) Or maybe you have any explanation for this,why i can block the j2H meaty cross-up by holding both 4 or 6, but your vid shows different
  16. Ok, then what about this https://www.youtube.com/watch?v=3LN8lWwlOJ4 I didn't try to say that the setup mentioned above is worthless, all i wanna stress out is that it's not meaty, and even Ice Cube himself said when done meaty, it won't cross up And "the situation that cross up guard doesn't work" is when it's not meaty, like i said before. All the "meaty cross up" setup is done non-meaty to make it actually work Maybe i was too dumb to try to say a fact that nobody care about
  17. Ok then i'm the bad man here right =))), just want to point out that the setup above is cross-up, but it can't be meaty. And if it's visually "meaty cross up", it's in fact can be blocked by holding both 4 and 6. Assume that i was wrong, can you make a video to prove it. I'm uploading my video
  18. Do not have console at home, but i can make a quick video on #Reload to prove the existance of cross-guard
  19. hmm. I didn't say it didn't cross up - u can check my comment. I just wanna say that it's not MEATY CROSS UP. And i didn't say that setup didn't work. I get hit by it often, but it's probably not meaty - and that's clearly
  20. It's a GG mechanic that let u can guard by 4 or 6 input in situation like that on wake up and can successfully block meaty attack from both side
  21. zz, u don't get it or what? i just want to point out that u can't meaty cross up, and base on the video from Ice Cube above it's clearly true - u can tell that by seeing Millia's life bar. In training mode if you hit meaty, the dummy cannot recover it's life
  22. then it's probably not meaty. The cross-guard mechanic is confirmed long long time ago by both Japanese and Dustloop member, don't understand why u try to ignore it =.= Edited: I play with May usually and see that setup pretty often. U can try it on training mode to ensure it's meaty or not.
  23. hmm. Didn't get your point but i'm sure u can not meaty cross up in GG. Just try it with Chipp jH and you'll see. record Chipp doing c.S>6P>c.S>2D knockdown, super jump foward jHS "cross up" on Ky. Then hold 4 with Ky and you'll see u can block it
  24. U can not meaty cross up in GG due to cross-guard mechanic
  25. maybe you've mistaken it with it's late. 6K now just has 2 less recover frame tham 1.0's. So it's just +2 on non meaty crouching hit
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