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younghou

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Everything posted by younghou

  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 !
  16. the mirror reads: Discuss the Potemkin vs Potemkin matchup here !
  17. Discuss the Potemkin vs Chipp matchup here !
  18. Discuss the Potemkin vs Millia matchup here !
  19. Discuss the Potemkin vs Faust matchup here !
  20. i am a potemkin player and i was struggling in this particular match up a lot, i think this is the worst potemkin match up 8-2(maybe zato is in the same category). Any advice in the specific match up?, i saw FAB beat sins players doing things like just>potemkin buster his 2k>2d , j.d his beak driver in close range, also predicting with slide head, and his DPs on wake up. but to me looks sin has no reason to go crazy, after all he can just chip potemkin and build risk meter doing beak driver in safe ranges forcing potemkin to jump and waste meter blocking with flawless defense. also he can eat if he force you to block a super (the fireball super) or with YRC (i think potemkin can only 5hs that), any advice?
  21. hey guys. i know ramlethal get nerfed really bad in this version (you can hit the swords, her damage tone down and the j.p block stun it's reduced), but i don't know how to approach the match up. i feel a bit confused by the options her has in neutral game vs pot (daruo, 5S (with sword), j.hs (sword), j.D, j.p, both supers and different sword timing) what are yours opinion about this match up? (i see FAB jump a lot in this match up)
  22. of course flick, but this give you the chance to land free damage on him, or play mind games. i think it's much better try this tech and practice the perfect 6k/6hs Hammer fall break cancel that get potemkin burst out every single time they see a 6k or a 6hs in a combo. anyway some times you really know he gonna burst if you practice this tech you can punish him very hard (6k loop) for do unsafe burst.
  23. i don't know if you guys use this but.. actually you are burst safe on 6k loops or in 6hs>hammer fall break if your hammer fall cancel it's almost perfect timed. i need torture my hands a bit more to get it all time.
  24. i guys, somebody know set ups to use the meaty slide head (unblockable)>RC. I see FAB do it on elphelt after a ICPM, i test and it's work on leo to, maybe we can find others set ups to time it...
  25. yeah dot nova, it's very good OS, from street figther, also you can use it vs slayer back dash, so input 5hs to beat the back dash or heat knuckle to beat his jump canceled backdash. we can try to develop more good defensive option selects to deal with hard match ups for examples vs leo we can use 4hs+s after a blocked rekka, so if he go for the second rekka you throw him, if not you get flawless defense.
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