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Skunkee

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  1. 100521 173486-hd.jpg Ubisoft tipped us off to a new Flash game they've made to promote Prince of Persia: The Forgotten Sands. Now, it may just be that I've been playing a lot of Tomena Sanner lately but I think this is damn good. Spanning six levels, it's a forced-scrolling platformer where the Prince runs from left to right and you have to jump obstacles. You can jump, wall climb, run across ceilings and attack with a sword. You can also rewind time when you kick it and do so as often as you wish, the idea being that the time it takes to complete the game is the actual challenge. You can check out the game here. I do recommend it. A surprisingly fun diversion, this. Flash Games for Teen - Games for Kids.

  2. Definitely in Potemkin's favor. I'd agree with the 5.5 - 4.5 rating. I'd add this to stuff Potemkin Likes: - Pot's life total and Guts rating > Sol's - Bandit Revolver can be Heavenly Potemkin Buster'd (uncommon occurrence but a beautiful one). - Standard weight and hitbox on Sol means most Heat Knuckle setup combos work well. and this to stuff Potemkin Hates: - Gun flame FDB timing is tricky. As a ground based projectile you might have to end up blocking this to avoid getting grand viper'd through your reflected projectile. Reflect meaty Gun Flames, block FRC'd ones.
  3. Ah, thanks for clarifying. I actually read it as 5K initially too, lol. I'll have to tool around in training mode to see if I can pull that off consistently.
  4. Thanks, that helps me a lot. I need to work on my flick timing because butterfly gets me quite a bit. What other characters does the 2k, 5s(f), 2s, Heat work on?
  5. It's definitely one of his HS's. Either 5HS or 6HS. It's the one where he spins both his fans around and moves forward simultaneously. I believe it hits twice.
  6. What is a good strategy vs. Anji with Potemkin. It seems like a bad matchup whenever I fight a good Anji player. His 5HS absorbs a hit or two and makes it nigh impossible to do much to him.
  7. Very solid information. I second the 'block low, watch out for greed sever' thing. A well timed greed sever means 15-20% of your life disappears. Definitely get your FDB timing down for those projectiles. The timing seems to be way different for FDB than it was in #Reload so be sure to practice it like mad in training mode. Eventually it will start coming naturally. Watch out for hits that bounce you off the wall (primarily vapor thrust with the extended hit). Ky's 6H can be spammed to bounce Potemkin off the wall a bunch of times when he's airborne because of the XBOX HUEG hitbox, and is a very easy combo that the scrubbiest of players can pull off. If you're getting the corner trap pressure, make sure your burst timing is good so you can get some breathing room. You won't take a whole lot of damage from him, but I'm of the school of thought where every hit you take is one step closer to you losing.
  8. Are there any major differences in Potemkin's playstyle/combos in AC+ as opposed to regular AC? Or did that release only give us the story mode and Kliff/Justice as unlockables?
  9. My only experience isn't online reload. I was offering replays to help gauge what a good Johnny player can do. It's not the best, but it's something that's easily transferable (it's like an 8K file) and can show some of Johnny's combos. I found out yesterday when playing around with Johnny in AC that the golden aerial thing doesn't overtake low block anymore. Other than that I didn't notice too many changes to his staple combos aside from the addition of dead angle attacks.
  10. Since this is a #Reload topic, I got a question concerning a combo that I can do in AC that I'm not sure works in #Reload. In AC, to combo off a potemkin buster you need to FRC. Not the case in #Reload, but it only works in the corner (aside from canceling into hammerfall on a few of the larger characters like Axl, Faust, Potemkin, and Johnny.) The combo in question is this: In the corner, PB -> ©S -> S -> Heat -> Extend -> RC -> Heat -> Extend In the corner, PB -> ©S -> S -> Heat-> RC -> 6H -> Heat -> Extend The first combo works as I've done it many a time. I have yet to test the alteration of the combo, however. I've only done the alteration in AC after a PB FRC or a Slidehead > k > 2S combo. Will the second one work? EDIT: Confirmed, 2nd one works. However, doing the 2 slashes back to back allows the opponent to tech out of the combo, potentially rendering the heat knuckle useless. To be safe, just do one slash. In the corner, PB -> ©S -> Heat -> RC -> 6H -> Heat -> Extend
  11. Skunkee

    FRC Problems

    What do you mean by impossible dust-bo? Impossible dust is where you double the amount of time your opponent spends in the air by jump attacking at the last possible frame, right? Also, tested out my Potemkin in live play yesterday. Was fighting my friends venom and was doing remarkably well compared to how I usually do (I used to win a lot, but he would squeeze in victories every 5 or 6 fights. Last night I had a win streak against him of like 15.) The PB FRC combos really help my damage output. I think after taking that much damage my friend plays a bit sloppy due to the fear of messing up and taking another half life combo. I even pulled off a backdash > PB on him when he did a slash or HS with venom (whichever is the one where venom does a sort of overhead swing with his pool stick. I see it used as an opening hit a lot.) I think this topic has really helped me step up my game a bit.
  12. Skunkee

    FRC Problems

    So I was playing around yesterday when I got home from work with the PB FRC. I took the advice of testing it against Ky over and over to tighten up my timing, and I'm starting to get the hang of it! I can't do it 100% of the time, but if I have the tension I can FRC the Pot Buster about 50% of the time now. Combo-ing off of it isn't foolproof, but the combos I can pull off when things go right are pretty dangerous. So far, the best combo I've done out of a PB FRC (in training mode, haven't tested in actual play yet) is this: Do a mixup that allows you to PB > FRC > 2S > Heat Knuckle > RC > 6HS > cancel to Heat Knuckle + Extend. Huge damage if the opponent is close enough to the corner. When I'm mid screen, I just end the first Heat Knuckle with an extend. I heard you don't really want to do the extend every time though in AC due to Slidehead's power on oki. Thanks for the advice guys, the FRC problem is on its way to being solved for me! As for APB, I'm still playing around with that. I need to have a friend come over and jump into me so I can practice air juggle mixups (for instance, if I land a ©S when the opponent is in the air state, cancel into an APB or something.) So far all I can do it from is 5D, j. P, jc. K, APB; and that's a bit of a rarity. Practice is honing my technique though.
  13. Skunkee

    FRC Problems

    What characters can you land it on?
  14. Skunkee

    FRC Problems

    I'm using a pad, and I think you might have hit the nail on the head with the shoulder button thing. I do have an arcade stick, but I'm terrible with it. It's the Pelican model for the PS2/Xbox/Gamecube (has connectors to all 3.) The stick is durable, but my hands just don't want to cooperate with the button layout, and I have trouble using the joystick that's on it. As far as arcade sticks go, the only one I've been comfortable with is the one on the Tekken 5 machine in my local arcade. I like the stick and buttons on it. I do need some practice with my FRC timing too. I can't nail it every time just yet.
  15. Skunkee

    FRC Problems

    I'll have to try the 360 D motion when I get home. As far as the FRC after a Potemkin Buster is concerned, it seems like no matter how fast I do 2S afterward that the opponent is already lying on the ground. Here's my usual process of FRCing it: I do a lead in pressure combo and land a PB. As soon as it lands, I hold 2. Providing I get the FRC off, I hit S as fast as I can while crouched. Opponent is on ground as S goes off and I Any advice as to what I'm doing wrong?
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