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younghou

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  1. you can read it with trishula, 2hs, air throw, heavenly etc. you can use a small os to beat that clean (doing 4+p+hs or 214214+hs+s if he teleport in your back you get a 6p or heavenly if not you get a flawless defense). anyway i am more scared of run away chipp (throwing shuriken and hit and run) than a rush down chipp who teleport in front of my face or do unsafe rekka/command grab strings. Except if i get knocked down in the corner, he vortex is too strong there.
  2. younghou

    Megafist

    i use forward megafist in some match ups, to avoid low pokes or some proyectiles, for example you can use it vs i-no's chemical, axl's predictable rensen or zato's drill. On block megafist it's unsafe,(i think is -4 if he just block it) on hit i think it's like 0 or +1 maybe. try to experiment what you should do after a hit megafist, some people jump out, backdash other just smash moves (like zato's 5p or ky 2p). also on hit you can RC>5s>2hs>Hammer fall beak>sj.p>sj.k> ICPM. in close distance (vs some characters you can add a j.s before the ICPM) a 2s>6k>Hammer fall in midrange and f.s>2d in maxrange. remember, you can use forward megafist>YRC to escape from the corner in some pressures and even on hit some times you can challenge his pokes, (for example vs zato if he just smash 5p out you can beat or clash with potemkin's 5p (see FAB use this tactic against sako)), or just go for backdash>potemkin buster, low blitzhield, heat knuckle or 6p depending of the match up you are facing.
  3. adding more pieces to the potemkin's neutral game puzzle, what happen to me a lot is some moves look safe in neutral but in reality are heavy risky, flick mentioned FDB is risky some times, also 5hs and hammer fall are really risky, for example 5hs can easily punished by jumping and IAD the most of the time, the same happen if you autopilot hammer fall in (this is a issue i know from sf, the charge characters tendency is to release the charge after blocked opponent moves, pushed opponent away, etc) or autopilot slide head. this don't mean you need remove this options, but you need be aware of the risk, autopilot of the situations you are, and also find the same autopilot/risk patterns in the opponent neutral game to take advantage of that.
  4. i use trishula like a anti air, also heavenly (if they don't have burst), and sometimes i try a raw 2hs. anyway i struggle in the same way, the most of the time i don't really understand the air department of guilty gear, for example, flick say you should do a 6p on IAD (on millia), but this not work if the dash is long or if you are to near, your 6p will whiff and you get punish when he land in behind of you, other characters just beat your 6p, for example ram, ram with hs sword can j.hs on you and beat your 6p easily, also she can summon her swords and use it like a small hop to make your 6p whiff, other characters like sol/elphelt can use his air divekicks to punish or make your timing on anti air harder, also some characters has IAD>YRC or some special move>YRC. in summary, i think jumping on guilty gear and anti air is not to much a straight forward topic like other games, look to me like you can fake and mind game in the air so the study in this department is required.
  5. I have the same issues with neutral game in some match ups, specially in the air game department. guilty gear is game with great tools for mobility (double jumps, air dashing, super jumps, run, air delayed normals/specials, YRC, etc) so sometimes my street fighter background won't work and my brain explode, lol. anyway i try to look for opponent options, for example if millia has 50% meter she can f.s>f.hs>RC so is very common she run>and do it or try to play footsie with that, the same in other match ups like ky and his slide>RC, ram's daruo>YRC, i-no's chemical love>YRC, etc when they get a free ticked in using meter, so i use training mode to find counters to this situations.
  6. hi everyone. i am a potemkin player from south america (i am not native english speaker). i do a evernote folder trying to compile every info for potemkin, so i create this thread to get feedback and help everyone to get access to the info easily. i will appreciate every info/feedback you share on the documents, also i will try to update it soon as possible. https://www.evernote.com/pub/jovenhou/potemkin
  7. not really, because if she has 25% tension she can punish your hammer fall with YRC the shotgun hit f.s>5hs in some distances, also she can wait and delayed the rifle to punish you when you break the hammer fall. i will record some matches with that elphelt to get feedback, thanks you reki anyway
  8. in the past i think this match up was 6-4 in elphelt favor, because the damage and good normals, but recently i was struggling against the "Aim Ms confille" rifle. i think am doing something wrong, because y see some elphelt player and they don't use to much that rifle, instead, they rush potemkin down with pileberry and the shotgun pressure. but anyway this rifle give me a very hard time, i try to backdash, double jump, slide head and FDB and nothing seen to work consistently (he play battlefield with potemkin lol) usually i lost a lot of energy trying to pass that rifle, and close the distance to get a chance. Any help will be appreciated.
  9. guys, anyone knows a way to punish the backdash after a blocked 6k in midscreen? in the same line, how to approach people who just use autoguard to try to jump out of your pressure?.
  10. i have to admit i don't understand how to play against her at all. the most of the issues come form the ramlethal air and dash options. the j.p and her j.hs give me a hard time in neutral because i can't find a solid answer to force her to play in the ground (potemkin's 6p lose vs ram's j.hs and she can use the sword summon to stay high in the air and punish me for try to anti air), because of that i can't do a single 5hs or FDB (she can air dash over it), i try jumping but ram's j.p comes out faster and she can use it like a anti air to beat some of my jumping moves, also 6p me or 4p sometimes. the swords in midscreen don't look like a issue because i can j.p or f.s out easy, i only get hit when i try to FDB recklessly and she dash and f.s/slide me the corner still a nightmare to much okizeme options, and i can't escape but i think this is ok because she excel in that. in summary, i can't understand the neutral vs her, and because of that i get pushed to the corner into the nighmare so easy. some advice?.
  11. Discuss the Potemkin vs Bedman matchup here !
  12. Discuss the Potemkin vs Zato matchup here !
  13. Discuss the Potemkin vs Ramlethal matchup here !
  14. Discuss the Potemkin vs I-no matchup here !
  15. Discuss the Potemkin vs Slayer matchup here !
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