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ssj2jeff

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Everything posted by ssj2jeff

  1. yea if you instant block the second hit of ride the icing it's a free 2.a to whatever you want. well i figured out the arakune match up pretty well. i see why they put it in rachels favor. pretty much her 6a beats all of arakunes air attacks. all you have to do is stay ground. when he's far throw out pumpkin>236+c>6D till they finally decide to come to you. then just wait till they take to the air and 6a them. if arakune starts to do his 6c>5c>2c(the loop thing) on block and your not cursed you can 5B>3C~D in between the first and second hit of the move. thought i'd just share any useful info i have.
  2. anyone mind helping me with v-13. finally ran into one the other day and he beat me pretty bad. i can't stay back cause she can poke me all day and when i finally get in she still has a godly back dash and still have some decent pokes to keep me out.
  3. paste your video link in here if you don't feel like registering. problem solved http://www.mmcafe.com/nico.html
  4. a little note that i think is pretty useful. sol can 2D under kys shoryu from any distance. 2D makes it whiff and allows for a free punish. i'll let you guys have fun with that one.
  5. anyone know how to do some of the fuzzy guard stuff that kusoru does. it looks simple on paper but i just can't seem to do it. http://ca.youtube.com/watch?v=VoR8oivl9I0 @5:04 he does j.s and then JI>j.d>followed by sexy time br>frc combo http://ca.youtube.com/watch?v=Fm2PeMEQic0 @0:24 and 1:31 he does j.hs(1hit)>air dash>j.s>j.hs this one I've seen before, but can't figure out whats the trick to do it consistently.
  6. well i get the wonderful opportunity of fighting a potemkin player on a weekly (when i drive 55.44 miles to play according to mapquest) and another potemkin player on a daily bases . After reading most of this thread, the only thing i really got out of it was riot stomp works well against slide head(which was really helpful ) and a bunch of whining. So I thought I'd give a shot at dissecting this match up, and going through how I approach the match up. Match up Statistics: I'm not sure what the Japanese rate the match up. I see a lot of people really don't like the match and think it's almost 6:4 pot. I'd give it 5.5:4.5. Openers: Right off the start of the match it's a guessing game. If you want to risk opening the match with anything, you can 5.S>2.S which will beat hammer fall and a lot of his pokes but slide head and forward mega fist will beat it. If you're feeling like a psychic and know he's gonna mega fist you can j.p>j.S>ji>j.HS>CLSW it. safest choice is to just jump back but that can get boring. Okizeme: I have a bad habbit of doing OTG 2.k>5.S gunflame frc> 50/50 mix with empty jump or late air dash vs pot to avoid pots bullshit wake ups. another option thats seems to have worked for me is when i got him backed in the corner on the floor, I run towards his body and as he wakes up i jump forward to bait his wake ups. If he wake up pot buster or back dash i can punish it with a falling j.D> to corner combo(i enjoy kusoru inspired br>frc j.d combos ). if he does nothing then i do a meat j.S/j.p/j.HS(which can be mixed up with WT) or a late air dash j.s>j.hs>land>5kand pray to god i don't get pot bustered (flashmetroid tends to instant block my air dash j.s>j.HS when he plays pot, in which case it can get ugly ). It really depends on the player and their tendencies. The pots i face are pretty wake up happy so i find creative ways to bait them. You can still attempt the basic oki mix up just be wary of Potemkins wake ups. I actually do meaty 2.k>2.HS/WT mix ups sometimes just because we go for so many matches where i play it safe just to be unpredictable. I wouldn't suggest doing that against a pot you never played before though. Punishes: Slide heads can be riot stomped on reaction pretty often. occasionally I VV pot buster/anti mix ups from hammer fall breaks, I don't do it very often though because it can easily be baited. i may do it purely to regain moment. a blocked non FRC/RCed hammer fall can be punished with a dash up 5.k>combo of your choice. Potemkins 5HS has a lot of recover on whiff. If you jump as he throws it out, you're free to air dash in and punish with j.s>j.d/j.s > combo. Counters: HS can cleanly counter with a lot of pots pokes as well as slide head from max distance as long as you through it out before pot throws out his pokes. If he hammer fall it you can 2.D or jump and you should be ok most of the time if you react fast enough. when on the offense i like to 2.P (not deep) followed by a late 2.D to try and bait a counter hit. If the Potemkin you play against likes poke with 2.S you can easily 2.D under that for a free counter hit as long as you know it's coming. After a air reset situation when pot recovers from far my friend has a habit of throwing out a 2.S after he lands to try and vacuum me in while i dash at him so i just 2.D under it. Anti airing: 5k and j.p usually get the job done. just know when to throw it out at what distances and when to just block. pots j.S and j.HS are pretty nasty. Also pots j.D(i like to call it "the booty butt") beats just about all of your anti airs and clashes with VV . The pots i play like to do it after teching from the air to throw you out of your groove. just don't anti air it. I like to instant block it and then 5k>2HS>GV if the j.D was deep. I'm pretty sure you can punish it after instant blocking. i wish i had frame data to verify who's favor it's in after being instant blocked but i couldn't find anything on j.D. If you're far from them as they tech, you can throw out a gunflame and let them fall on it and possibly land a counter hit gunflame to hotness. Zoning: I tend to play the match a very patient(aka turtlish) kinda just jumping around seeing if potemkin throws out anything to give me an opportunity to get in. I find much success approaching pot from the air. Be very wary pots 2.p can be pretty nasty. usually i find an opening when jump just as he throws out a poke then I can attempt to punish the whiff accordingly. here are some situational attempts of getting in i usually try. here are some of my zoning gimmicks. I can usually do silly jumping forward j.p air dash back zoning shenanigans to see if he does anything which sometimes can pay off. For instance, if I jump forward just as he slide heads I'm guaranteed to land a falling j.d which gives me a nice combo or a free knock down and a chance to go on the offense. If he does nothing or tries to anti air, I air dash back and we're back at the drawing board. Some times the pot play likes to do something like j.S/j.HS. In which case after i air dash back i can do a falling j.d or j.HS and i may get lucky and it connects. Another little zoning shenanigan i like to do would be just just neutral j.p to see if he does anything. if he throws out a 5.HS it's a free air-dash j.S>j.HS>combo or if you like to be fancy air-dash j.S>j.D>CLSW(it has to be a bit deeper).If he does a slide head you can air-dash in as well but beware if you're too late he can back dash or 2.P you. I'm not a big fan of approaching pot on the ground cause his pokes has so much reach and if he lands a counter hit he can combo to slide head. on the ground from max distance i may throw out a HS to try and get a counter hit>iad. don't iad unless the HS hits on counter or else it's a free 2.p counter hit combo for pot. also random slide heads can be annoying. If you got meter you can always dash up VV>RC whatever he throws out. just watch out for head slide in which case you can VV with RC and beat it pretty cleanly as long as you execute it quick enough. Their game plan: IMO Potemkins goal is to force mistakes on your part. If you're in reset situation, his objective is to offensively get as is yours; however, if you're on the offense then he's playing patient waiting for the opportunity to strike. The other situation is when pot lands his pot buster/anti-air and scores the knock. In this case the pot player gets to play his guessing games, but he has 1 more variable in the game VV. I think the majority of the match the pot is dealing with situation number, but just because it looks like sol is rushing pot down it doesn't mean anything if he's not breaking his defense. Strategy: see Zoning. pretty much the Zoning plan is my strategy. once you get in it's a matter of just know when it's time to back and not try to force pressure. always be cautious even if it seems like your winning round. If you both are at 50% health just remember all it takes is pot 1 good pot buster to close the deal and put you down to a spec of health while you still have a long way to go. Char specific details: I'm pretty sure everyone knows their character specific combos. only real note worthy thing is off wild throw you can do like 4 or so j.d>CLSW. thats about it. I wasn't intending to write up this but i thought i might as well contribute something since i play pot so damn much and there weren't much specifics of the match up written yet. If you're wondering, i think my play style and handling of this match closely resembles kishitaka in this vid. http://ca.youtube.com/watch?v=IT19cMDAJBM . Of course the caliber of the potemkins he face are much higher than what i face (no hate to my homies). if you have any comments/critisms or anything to add please post. I'd still like to get be more confident in this match up myself. hopefully you were able to get something out of this.
  7. i think that it's used as a basic combo against Robo ky since you can't do 2D>br>RC>CLSW on him. here's the combo 5k>2D>tyrant wave>(if in the corner) 5k>2HS>j.HS>CLSW> continue also it can be used to finish someone off OTG. on OTG just 2k>5S>tyrant wave(1 hit)>RC(if you got the meter)> 5S. learned that one from kusoru other wise i just us it as a finisher off wild throw so they can't burst.
  8. so i was watching a kusoru vid the other day and saw him do an interesting practical combo. http://ca.youtube.com/watch?v=jLTwiYrLorM 4:14 After landing a j.HS beating what ever ariel attack the ky attempted, he follows it with a BR instead of just ending it with VV. this allows him to land and relaunch leading to CLSW. i saw him do the same thing on an eddie player as well outside of the corner. the combo is air-air j.HS(j.S works too)>br>land>5k>j.p>j.k>CLSW> continue if you miss the land 5k you score a knockdown anyway, and you can be followed up with some hefty damage.
  9. WT > gunflame frc > bb frc > sidewinder>what ever do this if you want to be fancy.
  10. I've played against a pretty decent venom just recently for a few games. I don't think the match is too bad since venom has no real defensive mechanisms to get sol off of him. the hard part is scoring the knock down or getting on the offense. The best advice i could give is take advantage 2D. If the venom tries to set a ball too close dash up and 2D for a counter hit into gunflame frc >insert sexy sidewinder combo. pretty much other than that be very wary of approaching venom from the air because his anti air game is extremely strong. Just don't be obvious with jumping in while zoning. i tend to usually do something like j.p and land/air dash back, just to make the venom player whiff something. imo i think the match up is pretty even; venom is pretty strong as zoning/pressuring but sol can score a knockdown/damage off random shit and go to work on venom. [edit] just thought I'd add another method that seemed to work for me last night playing against the venom player. from max distance the venom player i fight tends to usually set a ball and hits it in my direction. what i try to do is run towards him and jump straight at him Faultless defending. if the ball hits me it just stops me in my tracks in which case i may throw out a 2D to beat out a poke a attempt followed by a gunflame frc; if it misses I've successfully gotten in on venom. pretty much you have to be fearless when fighting him, if you hesitate too much you'll be blocking forever. occasionally reversal VV his ariel oki games if they're not cross ups. invincible start goes right through whatever meaty ball he throws out and you score free knockdown. Don't abuse it too cause he'll probably start safe jumping on you.
  11. wow did you use a dresser draw for that sick?
  12. i love these type of threads. here was my first stick. a mass with all comp parts and aniversery PCB. i know you all seen a MAS before but i bet no one seen a MAS with this kinda sexy wiring done by yours truely. i know you like the scotch tape to hold down the PCB. :grin: this is my new stick that i got from darkside. heres a low quality pic i took with my crappy cell phone camera i had original put a bat tap on it but switched it to a black ball top. it's a samwa stick octagon gate with seimitsu buttons, runs beautifuly.
  13. hey does anyone have that slash match ogawa(ed) vs sharon (ba). i wanna see that shit soo bad.
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