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dot_Nova

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Everything posted by dot_Nova

  1. MU is pretty rough. Megafist forward is good to jump over everything but bull bash(overhead) Careful when jumping in because his 6P is pretty good. Once you knock him down it's fairly easy to beat him since his DP has very small range. I like doing a fake jump-in meaty and then BD immediately when landing. If he DP's it'll whiff and you can pot buster for free. His backdash is a pain to deal with. I still need to find a consistent way to catch it other than hard call 6H. Be sure to not let him eat for free. Get used to when your opponent chooses to eat. If he tends to eat during blockstrings, hammerfall into him when you believe he's going to try. If he's across the screen, slowly make your approach and get ready to slidehead if he's low calories and wants to eat. If he whiffs his beak driver then it's also a free slidehead, the move has a good amount of recovery on whiff. You can hammerfall through bull bash and elk hunt since they both hit once or you can blitz bull bash and then slidehead for a free approach (watch out for his YRC). Blocking elk hunt leads to a free pot buster. He may be plus on it but none of his normals are fast enough to beat pot buster. His only option would be to jump out, chain another special or BD immediately. Be careful if you try to jump over his lightning projectile super as Sin can jump and stab you back into it. Generally, when his calorie meter is running low, look to be extremely aggressive since he has to eat. Do your best not to get hit as any conversion leads to him getting meter. Be patient when approaching him. Eventually he'll be backed near a corner and has no choice but to try and aggress onto you.
  2. You can also frame trap in pressure with 5H. It'll catch riot stamp's startup. (ex: 2P > 5H; 5K > 5H; 5S > 5H) Just be careful of when he's in the corner because riot stamp will be almost immediate. Careful when hammerfalling because riot stamp will hit you twice and there's nothing you can do without 50 meter. If you have 50 meter, you can YRC when you get the first hit then blitz the second.
  3. Learn moves, basic gatlings (challenge mode stuff) Then learn combos and get used to charging hammerfall all the time.
  4. I usually just try to IB everything and fuzzy OS out :V. I personally need to lab more to find specific holes though. BUT from what I've found from experience: 5S and 5H are good for footsies 2D is good to punish whiffed moves and for ground footsies( like 5H) A preemptive megafist forward can punish them for trying to play footsies A missile is pretty much a free way in. If they try to jump over it, air grab, heat fist, hammerfall YRC and then punish, etc Fish for slideheads especially if they try to rifle stance or pull/throw grenades on the ground. Just be ready to flick it if they get the throw off or do another meaty slidehead if the grenade blows them up. If shotgun is out try to be as active as possible don't just sit there. IB the lv 1 shotgun then pot buster. It's +1 ONLY IF THEY DON'T RELOAD. Reload makes it -4. Try to FD and jump out. If she tries to use P or S, you'll block it and then try to jump out. If she tries to grab or roll, you'll jump out. You can also mash out of command grab, it's a 16 frame startup. You can't do much against her 6H or 2H. If you IB her 6H far away, you can maybe punish her special cancel with megafist forward. You can't punish anything after her 2H though, you'll just need to watch out for what she does next. And the most important one, when you finally get in DON'T LET HER LEAVE.
  5. So regarding 6P, you're right about it. It's hard to use when she's high in the air because she can use air bridal so we just have to wait for that last possible moment to fish for it else we might die. Look to use it after her f.S though because some Elphs like to f.S -> IAD -> air stuff when they're spaced at max range. Flicking the grenade is an iffy thing as well. But they're also taking a risk if they try to blow it up with 5H. If they're running up to shoot it, block the explosion while crouching and then use 2D to punish. If the Elph doesn't have a habit of coming in to shoot it, feel free to flick it especially if they're trying to use it to cover their air approach since the missile will hit them or if the grenade is too low to ground for them to shoot it.
  6. Trishula YRC is practical on every character on ICPM Oki. I feel like it's not actually possible to meaty with after 2D and if you try, people can just BD (midscreen) or DP. But 1.1 has only briefly been out so I'm sure there's still some experimenting to do before anyone wants to try it in a competition.
  7. I'm assuming you meant hammerfall break: Get used to either pressing H + P at the same time when doing Hammerfall break or plinking H ~ P. So like charge -> do a normal -> HF -> HFB with (H + P or H ~ P). If you meant the earliest hammerfall, you just need a feel for the time needed to charge it. You can input hammerfall at the 30th frame of charging (so half a second). Not sure how to practice that except by trying to do normals into hammerfall as pressure until you get used to timing it.
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. You can also: whiff jump-in -> 2K -> f.S - > 5H (They'll block the 5H but it's a free hammerfall in). This one should catch them if they try cancelling BD into a jump. (I need to test it) Meaty 5H will also clip a full ranged BD A well timed 6H will catch BD and add a ton of stun.
  13. 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.
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