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Chuckles54
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llstoolj reacted to a post in a topic:
[Xrd] Potemkin Combo Thread
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I fought Chipp a lot at my locals yesterday and only won like 2 matches, but here's what I somewhat gathered from the assbeating: - When you literally have your back to the wall, he can teleport right above you and cause you to face the wall and walk towards it, causing you to get crossed up and combo'd into oblivion. - Be aware of his command grab, as he seems to be able to cancel a blockstring into it. I can't remember if there was a certain chain into it, so I think its just a hard guess as to when to jump. - May just be this one person, but he can and will YRC the last part of his rekka string in fear of PB, so don't think it'll be a free buster if he has <25% meter going into his rekka I also found that I could PB 6K off a normal block when I did some labbing, but I'm pretty sure that's just shenanigans. I'll add more when I reflect more on it.
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- Guilty Gear
- Chipp
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I got the new OS to work with PB, but considering how many long range moves there are (Faust flashbacks incoming), I dunno how useful this is. Maybe you could catch someone doing a meaty?
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Safejumps: So get a feel for all characters wakeup timings. Can do, but trying to record a perfect reversal on the dummy is going to be a pain. Heat Extend: I think if you do the motion within 50 frames of Heat Knuckle you get extend. So basically immediately after you return to neutral after the DP motion, do the half-circle motion. I only mash out the half circle for bullet kai after seeing consomme do it lol.
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I never really saw anything on it, but how exactly does Pot's safejump work? I've gotten it like one out of one-hundred times, but I kinda just parsed it together after watching match footage. jS at a certain range after knockdown or something?
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I think its just online Sol in general, 'cause he can spam all his special moves and literally mash jP to stuff everything Pot can do. I wish PS3 had some kind of upload/record function so I could get a capture of this nonsense. Is there anyway we can get at the replay files from the PS3 HDD? Edit: There's also the distinct possibility I am a massive scrub and don't recognize how2sol.
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- Guilty Gear
- XRD
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I think, online anyway, Riot Stamp is the hard counter to anything we've got as it yanks him out of range of everything we do and you've got to hope you see it coming to hit with the 5H/f.S/6P.
- 4 replies
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- Guilty Gear
- XRD
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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?
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I've got a really bad habit of trying to hammerfall through pressure, despite the fact that it only works like 3/10 times I try it. Another really bad habit I have (especially with potemkin) is trying to 'get in' if I have a life lead and I start doing the dumbest shit to try and close out the match - one habit I'm on the verge of breaking is using raw ICPM to chase down an opponent, which has almost always resulted in a swift kick in the pants.
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I've been super busy with school, so I only really have time to be a training mode monster nowadays. Well, school and monster hunter. But I'll probably hop online now since shit's frozen up here and school's closed.
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Is it good practice to use 6K in all of Pot's blockstrings? I've been practicing 2P>2k>2S>HFB into 2P>2S>HFB and breaking late to get back in. Trying to get a charge of 6K online is rrrrooouuugh. EDIT: Some weird shit I've noticed is that if you try to HF Sol's Fafnir, he can YRC on hit through the armor. Is this well known or am I slowpokin it super hard here?
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Sin wrecks my anus, but thats just because I'm awful at blocking overheads. Overall, I'd say Millia or I-no. Their mixup too good, mayne.
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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.
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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.
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I've never been hit by his 5D, but yeah, Bull Bash is super slow and I still keep eating it. So its just a matter of learning how to block overheads in general? I'm also having issues with his DP, but its more the fact that I'm not used to seeing one where you can cancel it into another special move without an RC.
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So anyone got ideas on how deal with Sin's bullshit? Its mostly his air cancel j.Hs and j.Ds along with that fucking disgusting overhead I seem to never see coming.