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  • Birthday 10/24/1992

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  1. Thanks for updating info. I made that post a long time ago. Just copy-pasted archives. Never got around to editing since the DL change.
  2. So after playing this MU more, it's basically street fighter RPS. Lame the other Potemkin out with f.S and 5H. Always look for their hammerfall so when you poke with a normal, you go straight into your hammerfall. Regarding megafist, it's good if you believe your opponent is fishing for command throw, but use forward megafist sparingly since it's -4 and Potemkin Buster will almost always be guaranteed since it's a 3 frame startup. Oh, and beat slidehead with hammerfall or flick. You can flick the shockwave and you can also flick the missile for a game of catch. You can also OS wakeup BD whenever you jump in. Potemkin's backdash is so long, when you whiff your jump-in, you can mash 5P or time a 2K to catch him during his 1 frame of vulnerability. 5P hits Potemkin when he's crouching so get creative with pressure or else you're getting BD pot bustered.
  3. So this MU is horrible. Like straight up booty butt cheeks bad. Be as patient as you possibly can. In the beginning of the match, 5K will beat almost all your options and getting CH'd by it will blow you across the screen. Your fastest normal that'll hit him is 2P but his 5K has the same startup, not a really a trade you want to do. Pot's 6P beats his mid starters like 6P and 5K, you can't get any followups afterwards but it's good to start your approach. It's really RPS right at the start, I tend to block and just go to neutral to be safe. If he's spamming f.S -> item, hammerfall YRC will get you in for free. If he does f.S into anything else though, you'll get beat. Wary fausts will look to do YRC after f.S. I believe he can even OS the item throw if he has 24-49 meter (need to test). Be careful when teching in the air as a lot of Fausts will try to follow you and catch your tech with j.H. It is possible to trishula fishing rod. If you notice your opponent spamming rod, you can get a full screen hit with trishula since rod has a hurtbox. You can't punish his j.2k when it's really low to the ground. You can hit 5P but you're risking getting hit by his other options. Backdash -> buster is an option if his pressure isn't solid and you read his j.2k abuse. If he hops on pogo, hammerfall will be fast enough to hit him if he doesn't YRC or use going my way. So if he keeps using flower or the forward hit, hammerfall will go through them. 5HS or f.S to clip him is also a viable option. It's difficult to punish going my way. If he's low enough to the ground, you won't be able to punish it. If he ends up going through the whole animation in the air though, you can do 5K > 2S > 6K > hammerfall to punish when he lands. It has no landing recovery so it's difficult to time a Potemkin buster but if he tries to jump, a well timed 5K will punish him. Flick his bomb bags and move towards him. if he throws the bomb bag right out of flick range and in front of you, just jump over it and move on. If he tries to jump really high in the air and use it, flick it. Heavenly will get hit by the bomb bag if you're not catching him during his animation. You'll be getting a lot of meter from just walking towards him during neutral anyways. Also, if he's really close to you and you flick the bag, the bullet will force him to block and you get a free heavenly/heat fist. A delayed 5K will catch a wakeup BD. You can confirm 5K -> 2S -> heat fist. c.S is also an option. For example, after pot buster > slightly delay your jump-in to give him a decent window to BD > j.S whiff > c.S > f.S > heat fist. If he's using meaty 2K a lot on your wakeup, consider blitzing. His only other options on wakeup are 2P and 6H so 2 out of 3 options will be covered by a reversal blitz. And remember, he can't throw items unless he's on the pogo or on the ground so anticipate his landings with slide head. Flick his bomb bags and slidehead when you believe he'll throw an item. REGARDING ITEMS: Only if you're comfortable with item timings: You can flick bomb, meteor, 100 ton weight, poison, the oil explosion. Otherwise just block/FD and keep slowly approaching him. The MU will change depending on the item he throws. Bomb: He'll try to pressure you and then jump away so he won't get blown up. You can flick the bomb safely once he jumps away. He can't use the fisher stab or f.S when it's about to blow up without eating 80 damage so it should be safe to flick Little Faust: You can't flick little faust when he's floating down but you can flick him when he's walking towards you (it's really hard to do so since it walks so slowly). It's really difficult as Faust will be trying to get in your face as much as possible. Be careful when you're hitting Faust because little faust doesn't disappear when Faust gets hit. Be defensive or get in a situation where little faust is not walking towards you anymore. Meteor: Faust is going to look for an unblockable or at the very least be extremely aggressive. If he tosses meteor, try to get momentum and then block when you feel like they're about to fall or just play defensively until it goes away. They take about 3.8 seconds to start falling. If you're really ballsy, you can cancel your pressure or combos into flick to get a missile and keep momentum, otherwise just try to deny him an unblockable or a free approach and then start blocking once you feel like they're about to fall Oil: Oil will keep you from hammerfalling, so if you knock him down, do a safe jump-in rather than 2D -> hammerfall. He'll look to throw bomb bags to ignite it so flick the bags or flick the explosion. Hammer: Keeps you from approaching. You can flick it but Faust can punish flick with f.S. Just block it and keep trying to get in. Black Hole: So whether he wants to or not, he'll more than likely get sucked in with you. Before he does, they might try to throw a paper bomb and then go in. Fausts will try to do the pressure string 5P > c.S > 5P > c.S.... once they get in. Try get momentum instead when he tries to go in. j.D, megafist, even post buster are options to use when he lands and tries to use his string. Otherwise just block and watch out for his unblockable. Food: So Faust CAN'T THROW ANOTHER ITEM until the food is picked up or disappears from the screen. You don't want to pick it up and it's not worth getting hit to pick up the food. They'll be looking to grab it so ignore it and keep trying your approach. If you happen to pick it up on the way towards Faust, just think of it as a snack while you make your way towards dinner. Jump Pad: If it's in front of you, just stay behind it and wait till it goes away. If it's right on top of you while you're waking up, you can reversal hammerfall to eat the hit but more than likely Faust will be trying to hit you so blitz seems to be a stronger option. It's unblockable but it's one of his less annoying items. You can also flick it by timing the part when it launches you up (which is slightly after when the item lands). Poison: Block it and move on, you can flick the cloud that comes out fairly easily so look for that opportunity. 100 Ton Weight: Jump to avoid it or flick the projectile/shockwave. It falls quickly (a little less than a second) so get ready if want to attempt flicking it. If Faust gets caught by it, treat it like a slide head.
  4. In Neutral: You can either flick his projectile or slide head him during the startup of the big one and it'll disappear if you hit him. Lame him out since your normals have much longer reach and be careful when pressuring him since his DP has pretty good horizontal reach. This is a pretty grounded game but he'll try to IAD into you to punish your slide head. Bait it by YRC'ing it and using 6P. On Defense: In general, FD his normals and IB his rekkas so you can punish them with Potemkin Buster if he doesn't do the followups or RC. Remember that his 5P and 5K in Brynhildr stance are throw invulnerable. 6K in normal stance is also throw invul (the move where to steps forward to kick you.) and 2D are throw invul so don't try to throw Pot busters out too predictably. FD a lot in this MU to push him out of range. Leo needs to be close to take advantage of his strong normals especially when he's in stance. If you think he plans on crossing you up, mash 4 + P or K or S + HS. If he tries to cross you up with his rekka or step, you'll get throw; if he stays on the same side, you'll get FD. Keep in mind that the game doesn't take diagonal inputs (1 or 3) when inputting a throw so be careful when using this as it'll lose to stance 5K (a low). When he picks you up from the ground with his air ender, it's a giant RPS battle: If you backdash, you'll avoid his pressure but if he dashes forward, he'll catch your BD recovery If you blitz, you'll get free reject because he'll be using his throw invul normals but if he dashes, he'll catch your blitz recovery If you block and he tries the dash or parrying, using the FD OS will catch his crossup or push him out. This will lose to stance 5K however. If you jump, you'll get out of his pressure. But if he uses 5K, you'll get hit during jump startup. If you mash and he tries to dash or use an overhead, you'll mash him out but you'll lose to parry or his 5K/5P. If you pot buster, anything he does will get punished but if he uses 5K/5P or steps backwards you can get punished. If you burst, his parry will punish you, but if he presses a button it's a free 100 meter from gold burst. If you Mega Fist Backwards, he'll beat it with parry and 5P, but you'll punish his dash and 5K. If you use Gigantor(Mirror), you'll beat his normals but get punished by blitz and parry. Also, blitz shield is your best friend during his pressure if you can anticipate his 6H or his unblockable stomp or his rekka. On Offense: Do standard and solid pressure against Leo. Try to bait the DP or at least be wary of it when trying to reset pressure/keep momentum with HFB. After 2D knockdown, it is possible to super jump into a safe jump. Once you push him into the corner, suppress him with f.S, 5HS and flick. Flick will prevent him from using S fireball as you will either hit him during startup or reflect the S fireball. Rather than try to pressure him once he's in the corner, keep him there and don't allow him to jump out or approach you without taking a big risk.
  5. So if played correctly this MU isn't terrible but it isn't fun either. In Neutral: Pot's pokes far outrange Millia's so if she's trying to contest on the ground, it's very easy to beat her. However, there's very little Pot can do when she's in the air especially with hairpin. If your opponent is using hairpin predictably then flicking is a risky but rewarding response as she's already in flight towards you and will get hit by the missile. Otherwise, be careful and try not to get hit. The safest option is to just block when she's trying to jump in with hairpin as 6P will get beat by it and incorrectly predicting a flick will also get you hit. Another option against airdash or jump-in hairpin or if she's approaching with j.D is to hammerfall > YRC through the hit and then punish her immediately when she lands. Without the hairpin it's still a little difficult to predict her approach but you can now safely anti-air if she commits to a jump in. Remember, since she has to crouch to pick up the pin, you can slidehead when you see her hanging around where it landed to prevent her from getting it for free. In Defense: If you're stuck trying to block Millia, 9 times out of 10 you're going to die. Pot has very few options against the mixup oki outside of hoping to guess the first hit right and then FD'ing her away so she's out of range for an overhead or too far for to run up for a quick grab. Your best bet to winning this MU is to never get knocked down by Millia otherwise your chance of winning drops significantly. One big thing I recommend is to learn her gatling chart so you know which moves are jump cancellable on block and what goes into what. Learning Millia's mixup is the best way to know what she can do so you're not completely in the dark when guessing her mixups. Having this information gives you the ability to ANTICIPATE what she's going to do next rather than trying to blindly guess and "react" to mixup. She has tons of options and variants so the best way to learn this information is via the dustloop frame data wiki and by watching match videos. Things to Remember: Keep in the mind that the HS disc is not meaty. How Millia mixup works is she'll do a meaty normal/special on your wakeup and then the disc will either combo you or force you to block the next incoming mixup. Doing so forces you to respect her so she can eventually start doing really gimmicky and silly mixup that you're too scared to try to contest. She has to be very close to do mixup into knockdowns so FD her away if you didn't get hit by her oki setup. She can only use 2D after HS so if she's too far she can't convert to a knockdown without rolling or committing to an unsafe approach If she doesn't have a disc on you, her wakeup options are very limited so expect very basic stuff such as meaty 2K or one of her special overheads or lows. Mashing is not recommended especially if she has meter as S disc YRC will beat anything you do. Her 6H is 2 hits and the first hit is special cancellable and jump cancellable. Most of the time they'll either let the 2nd overhead hit or cancel into the command low to throw you off. Block high while looking for the low, it's easier to react to the low than it is the 2nd overhead hit. IT IS NOT POSSIBLE TO BACKDASH A CORRECTLY PLACED/TIMED DISC, DON'T EVEN TRY HS disc will catch your backdash during it's 1f of recovery because it hits twice and is so delayed. If she places it too far away and you're midscreen, then it's possible but keep in mind she can chase down your backdash with an IAD or by running up to you. Response List Keep in mind your safest options are to just block and either FD or immediately dead angle or fuzzy jump out if she's not doing meaty lows. If she's not doing a meaty normal, you can always jump out of the setup and FD, don't be afraid of the disc. Remember, there is no high-low guessing game in the air. If she tries to badmoon or iron savior (hair car), mashing 5P or a reversal heavenly will beat it as both moves count as her being in the air and have a decent startup. Recognizing her distance and if she timed her disc correctly is very important. A late disc without using YRC leads to a free reversal pot buster or jump out. Gigantor beats all her specials and gives you momentum if she gets hit. Otherwise, you'll get hit by disc but she's forced to block it breaking her momentum and preventing disc oki on your wakeup If Millia is opting to do meaty normals to keep you from jumping, blitz is an option to force her to be more wary next time giving you more opportunities to simply jump out scot free. However, this is still extremely risky If you block her 6K, the only way she can convert is by special cancelling it. Most Millia's will 6K > S disc > etc. If you block her 6K and then IB the S disc, you can potemkin buster for free. Same applies to IB'ing a close bad moon and iron savior. On Offense She has no reversal options outside of blitz or winger super, the latter of which is very slow and easily safe jumpable. She's also very fragile so 3 full damage Pot busters or 2 damaging corner combos leads to a quick win. Her backdash and jump are both fairly quick so she can reset to neutral fairly easily. So once you have momentum, try to keep her in it as having the game resetting to neutral gives her a chance to gain momentum instead.
  6. In Neutral: Venom's neutral is fairly strong. In addition to being suppressive, the constant threat of ball launches stifle movement and lets him set up for free. Neutral is pretty rough. It's hard to react to when he'll shoot a ball but when he sets up, so instead try to anticipate when he fires off especially if he's in the air. This in itself is difficult because he has free reign to tag you with a normal while hitting a ball preventing you from flicking. However, one well-timed flick and you'll almost have a free approach as the missile will eat every other ball he launches. If he still has a ball set after a successful flick, as you approach the ball, be wary of a teleport. Punish it with an air normal or a throw or heavenly pot buster as he teleports away. In other words, if you believe he will teleport, jump towards the set ball in an attempt to punish it. Fish for slidehead, if timed right, it will go under stinger or at least trade or force him into the air allowed you to slowly approach and make his ball shots easier to anticipate. A situational yet important tidbit: You cannot flick Dark Angel or Bishop Runout. You can't hammerfall through Bishop Runout On Defense: Forward megafist over his Carcass Raid and his f.S and his stingers. He can change the trajectory on carcass raid to punish your megafist so if your opponent starts doing this, start using megafist more sparingly or attempt to trade with 2D/hammerfall. Venom oki is very difficult to defend against. His options vary on where his balls are set but almost all of them lead into a jump-in, an empty jump low, a late air dash, or a throw after forcing you to block the ball. Do not attempt dead angle the ball, instead try to dead angle his normal. A lot of venom oki is dead angle safe during the ball hits. If he doesn't do a solid jump in, heavenly pot buster is valid. If he is too close during the ball hit, reversal blitz the ball for a proximity reject or if he lands in an attempt to do an empty jump low: throw him. Fish for a 2D or megafist during prolonged pressure. Trading 2D for a hit is very much worth it as you'll knock him down and at least set the game back to neutral. On Offense: He has no reversal options. Even if he has a ball set, teleport has a long startup and is not throw invulnerable. Instead, look for dead angles and blitz attempts. The only normal venom has that he can mash is 2D to trade for a knockdown.
  7. Neutral and Defense At Full Screen, not much you can do in this MU except to be patient and approach slowly. The only attacks that will reach Potemkin at this range is 5P, Rensen and sparrowhawk. Slidehead is very risky as Rensen will hit Potemkin's extended hurtbox as he finishes his slidehead however it will go under 5P if done preemptively. If he goes into sparrowhawk stance, be patient and block the (maximum) 6 chains that come your way. During his recovery, you can get in a free slidehead. Regarding Sparrowhawk Punishes: Because there is a hurtbox in sparrowhawk's chains, it is possible to punish him by taking a risk. Trishula will punish the mid and high chains. Low chain will beat trishula. Axl cannot link the same chain more than once in a row so after blocking a low chain, look to use trishula. It can be punished if he waits to do another low chain. (YRC will keep you save in that situation) Hammerfall is another option as the armor will eat the hit and punish his chain as it immediately stops at the extended hurtbox. YRC hammerfall > hammerfall is an option for 2 instances of armor and a full screen travel. Reversal Hammerfall to stop meaty sparrowhawk attack will not work however as he will get 2 hits in before you have time to YRC or hit his chain. If you are in the air and above the high attack's hitbox, ICPM can punish Axl as he begins in stance. Be wary of him PRC'ing out of stance. At Mid Range, he'll be fishing for multi hit normals, his overhead, crossup, be using rensen a lot. This is probably the most difficult range to deal with as Potemkin. Note: You cannot whiff punish Rensen with a jump> falling normal. The up followup attack will punish you before you can land. It is only punishable this way if he used Rensen while you are already falling onto him. A preemptive Forward Megafist will whiff punish Rensen and his lows. Take an occasional risk and flick in neutral to flick back his Rensen or his 5P and other extended hurtboxes. (Against 5P > Rensen, you can IB the 5P then flick/megafist forward punish the Rensen) Make use of blitz a lot at this range if he's being predictable with his normals or doesn't have meter to YRC his crossup and his overhead (6H). IB'ing his crossup leads to a free PB only if he's within range, be cautious of the spacing. IB'ing his 6H will make it -2 on landing which is not enough time to PB if he's already holding up. Blitz is very strong against Axl's 6H and crossup if he has no meter. Otherwise, use blitz sparingly as he can YRC both of these moves and punish your guess. Specific Defensive Notes: Against IAD j.S 2 hit > j.P > 2K ... If you IB the j.P, you can punish his landing with a PB. (He can do 6H to punish PB) If you get hit by 6H, he cannot go into a combo without RC. Be ready to continue blocking or watch for a reset/gimmick. Important Note: Do not tech towards Axl. 6K and 2S will catch you on the way down. Either tech late and close to the ground or backwards to get out of the air unblockable range. Always FD as you fall. Offense Once you're close, the only thing you need to worry about is his DP artemis hunter. After knocking him down with 2D, you can super jump > falling normal as a safe jump against the DP. His DP has a long startup (9f) so it is very easy to time your safe jump. Axls tend to use the DP during blockstrings so feel your opponent out and see how willing he is to use a DP. Use backdash to bait it and then punish accordingly or, because it's a single hit move, use hammerfall to eat the hit and punish Axl.( example: 6K > delayed hammerfall > RC...) Potemkin Buster > 2K > heat will work on Axl in the corner. Most Important Tip: BE PATIENT
  8. Updated Axl post with current thoughts and lab findings. Let me know if I missed anything or made a mistake.
  9. Who's this new girl? Jack-O? More like Pot Buster dat hoe.
  10. Besides getting used to charging all the time and commands, learn everything you can about MUs in the game. Are you familiar with GG/FGs or is this your first character?
  11. So you got the right idea about jumping. If she's not doing a meaty normal or special on your wakeup, you can jump out of her mixup. Landing and then doing a pot buster afterwards is far fetched though. She's not going to sit there and let you do that. Whiffing megafist to do the same is also extremely unlikely. Megafist has recovery and you'll be close enough for her to grab you if it whiffs. Also H disc will punish your reversal megafist. The times I get buster against Millia specifically is if there's a 3 frame gap in her mixup (example: IB S disc), if I hammerfall through the hair pin then YRC PB, or when I'm on offense and do tick throw stuff.
  12. what do you mean high jump behind her and when? Like when you're stuck in her mixup? Or after you knock them down?
  13. It's like flick said. HFB has a short duration of invul. If the opponent is somewhat high in the air, they can use a move with a vertical hitbox and stop Pot midflight. Your opponent can also opt to gold burst in the air to stop HFB as well or air dash backwards away from it if they haven't used all of their air options. Also, the higher your opponent is, the less reliable it will be to use as if they're even slightly out of the flight trajectory it'll whiff and you'll lose 50 meter. Unless your opponent is doing an obvious jump-in, messes up their oki safe jump, or use up all their jumps/airdashes, it is difficult and risky to use HFB. But if whatever you're doing is working on your opponent, then by all means go ahead and abuse it.
  14. vrraiden gave me a really good idea for an OS. I tested and confirmed a couple in my hotel room at CEO: Against characters with short and fast backdashes: After a knockdown (Pot buster, 2D), do a meaty jump in and input pot buster right when the move would've hit (example: j.HS > PB > pressure string stuff). If your opponent backdashes, the j.H will whiff and because you land while your move is still active, there will be no landing recovery and you will immediately get PB and catch them during BD recovery. If your opponent blocks, the game won't read the PB as you're still in the air and you can continue your pressure once you land. Note: This OS will lose to grab invul reversal supers and DPs. Do not use on characters with DPs unless you know your opponent prefers to mash BD. If they DP, your j.H will whiff and you'll get PB and eat the DP. On a PB knockdown, I waddle forward just a tiny bit before doing a super jump and then do the OS. Moving forward slightly allows you to close the gap if their BD would normally put you slightly out of PB range. It also gives your opponent a slightly bigger window to BD: baiting them and giving you a free PB. After 2D I immediately super jump and do the meaty j.H jump in. Against characters like I-No and May, this is not a true meaty giving them time to BD and allowing you to catch it. Be careful when trying to bait the BD by doing a slightly delayed meaty as it will lose to 6P mash. If your opponent is willing to mash, mix it up with real meaties and BD baits. This OS works on: Millia, Faust (beats wakeup dust too), May, Elphelt, Venom, Ky Might work on but haven't confirmed: I-No, Zato, Axl, Sol Will not work: Slayer, Potemkin, Sin, Chipp Against characters with DPs: After a knockdown, do the same thing as the previous OS except input BD. If your j.H whiffs due to their DP, you'll get BD and their DP will whiff. This OS is particularly useful against Sin as causing his DP to whiff puts him in a very dangerous position. Practicality and usage outside of the SIn MU needs to be tested though. I speculate that players that like to DP and then RC it for momentum can be baited easily with this OS. Do not overuse this OS. Keep in mind that it's sometimes better to opt for a normal safejump or a blitz bait as this will give up your momentum if they choose to BD or blitz on wakeup. In theory, you should be able to apply the same concept with normals. For example, inputting 5K to catch BD's with its long active frames. I'm surprised I never thought of this before especially since this is a very useful OS you often see in Street Fighter.
  15. update the wiki if you can
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