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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Not this week, got a B.Day party to go to this Friday.
  2. Thursdays are really bad for me FWTW, really wish yall'd meet on a different day.
  3. 5P has 5F startup, 6P has 11F, different uses for different situations. f.S Heat works from quite far away, you can test it in the console version. It'll miss at max range but it's still a very good improvement. PB 5P f.S Heat range is extremely long on some characters. We're talking about going from "Have to be within pixels of being perfectly deep in the corner" to "More than a Potemkin character length away" in terms of where you can land combos for free now. That's huge. Trisula YRC should be good, but for stuff like Oki it's gonna be pretty situational I think, the horizontal range is reaaaaally short, most knockdowns don't leave you in place to use it. I think it will potentially be a good anti-jump, anti-air, air spacial control tool in general now, that gives you ICPM knockdowns on hit or mixup on block. Hammerfall was iffy when it would connect in some situations, it's just a minor fix that should help make a few combos more reliable. This is a minor patch, not a new revision of the game. Everyone so far is just getting small tweaks. Top tiers mostly got nerfs (some significant), Potemkin got nothing but buffs, some of which may end up being significant. That's good news. Potemkin is hardly a car with no motor. ALSO, as usual, there are ton of unlisted changes and many things will not stick into the final release, so it's definitely not worth getting disappointed about anything until we see everything that we get in the end.
  4. Oh my bad. Non extend is useful on the few characters you get free combos after it with, but yeah I get what you mean.
  5. Okay yes, since pb 2P c.S works today, I'm pretty sure that means you will be able to do pb 5P f.S now, which should greatly extend the range on where he gets free combos in the corner. That's another nice buff.
  6. Far Slash. The weird big salute poke. You get 5p f.S a lot because c.S has bad range, so this helps a lot with AA combos. It may allow father ranged combos off buster in the corner too, hard to say though. Heat knuckle already hard knockdowns from most situations, as long as you are good at math. Blitzshield's new anti projectile thing is going to depend a lot on how far away they have to be to trigger it.
  7. Oh my goddddddddddddddddddddddd
  8. Oh god those Potemkin Buffs. Oh god those Axl Buffs. Oh god those Zato Nefs. Feeling real good today. Feeling real positive and upbeat.
  9. 5P change is a gigantic buff for Potemkin. Being able to do AA 5P -> f.S Heat is massive. Trisula changes ... so it sounds like they extended the YRC window into the active frames? That's potentially very good. The important question is: Does the projectile remain if you YRC it like Gunflame, or does it disappear like Zato's drills? If it remains even if you YRC it, congratulations Potemkin, you just got one of the most obscenely powerful tools you've ever had. If it disappears on YRC, there is still potentially some very good utility here. It ducks under a number of DPs, and has more active time than many backdashes. Hammerfall Priority, based on the wording I'm assume that this is an adjustment to either the forward hitbox or to when it swings or even possibly that it will slide forward farther while it swings. This is almost certainly a fix to the obnoxious issue it has where it will randomly not connect during combos where it should, like CH 5H -> Hammerfall, because it swings too early due to other player sliding back from pushback. Should be a minor annoyance fix, no complaints. Homing Dash I am going to assume is 5D -> 6. Currently, Potemkin just walks forward. I'm guessing they are giving him a funny forward air dash to use here instead, so he will have better options off this in the corner. Also likewise remember, ArcSys Loketest, the notes are incomplete and there will be more changes later, other things will be rolled back. But for now, this looks like nothing but good news to me.
  10. 5P is faster than 2P. It has a very good hitbox, it works as your fastest AA option in some situations. On air hit it combos to c.S, so you can get combos to heatknuckle from it depending on spacing. It also wiffs crouchers so it's a gimmick throw setup. Not great but it's kind of funny. It's not super useful anymore unfortunately.
  11. 2P HFB is not +frames on block, it's negative because it's a low level move. It's still okay though! Burst bait potential has nothing to do with advantage/disadvantage, but instead on Total Time. You want to use moves with extremely short total duration, unfortunately your options are quite bad in this game since c.S seems to no longer be fast enough for this purpose. Your best bet is to learn how to do YRC option select burst baits, they aren't fool proof and are quite situational but are quite strong in those situations where you can use it. When that isn't an option, make good reads! Use moves that are Jump Cancelable, because then if you read a burst correctly you can simply jump, block, punish. Zato is Zato, you really just have to be insanely good at blocking, and insanely good at avoiding being put into block situations. IBing won't help you much if he's doing proper solid pressure, but at least you can build some super meter while doing it. A few tips to remember: - Drills stop being active if Zato blocks or is hit. Megafist or Hammerfall when you read a drill is a possible option, be ready to cancel with meter though. Don't try to flick drills. - At max distance, Far drill will not hit you if you slidehead. Keep that in mind, if you read a drill at max range you can get a free knockdown. - You can always beat Zato's grab with a Buster. It's not a very safe option, but it is your strongest response. Jump Back + FD is another one. Don't try to attack or Megafist or anything like that, you will just eat Nobiru if you try to. - Hitting little Eddie obviously does not count as putting Zato into guard/hitstun, so you can YRC a move after hitting it. You can also cancel into specials. Hitting little Eddie with 2P, canceling into Hammerfall, Megafist, or YRC, may be options in certain circumstances. If Zato is not protecting little Eddie correctly, you can usually 2P it after blocking one of it's moves. But any good Zato will not let you do that. - Don't fuck with him if he goes into the ground with Break the Law. The move is broken, if you try to do anything, like guess when he will come out, you just get thrown. Just try to stay close but not within throw range. - If you hit him, it's your time. Get a knockdown, safe oki into big mixup into another knockdown. Don't let him go no matter what, spend your bar to stay in if you have to. - Zato's hitbox is fucked up so you need unique combos for him. He's ... kind of super floaty but also tall? I dunno. Fortunately he has no life bar and he dizzies incredibly easily. Go for dizzy combos on him, kill him in 2 hits. Re:Mixups, don't just 2P -> PB or HFB -> PB, that's easy to beat. Don't use Heat to read jumps if you already have them in blockstun, they can just backdash and punish you! Instead, use solid blockstrings into low normals! That will catch DPs, jumps, backdashes. So for example, do 2P 2K, or 2P 5K if you are closer. This has actually become a terrifying option for Pote in this game, because you get full 6K loops off low normals near the corner now, which lead to hard knockdown. You can use the dumb 2P 5P wiff PB mixup every now and then too. It's actually quite hard to see, because it's 16F total time on 5P so they only have a total of 18F to react. Problem with it is that it's not really much different in usage than any other mixup off 2P, they are just reacting to leaving guardstun and not to what you are actually doing. I've mentioned other tactics for baiting backdashes previously including 2P 5H, raw 6H, YRC OS wiff normals, etc. Keep those in mind since players love to backdash Pote so much, and the first time you hit them with a raw 2P bait 5H RRC 6H HFB 2S 6K full loop, they will suddenly get terrified because their favorite escape option just made them eat a 250 damage combo.
  12. Yeah it's just about learning to recognize the startup of his moves. And not forgetting that he has a move that hits the whole screen and is ALSO an overhead. Sin's DP is kinda scary because despite it being kind of slow (9F) and not having a particularly great hitbox, it's totally safe on block. The best thing you can do, if you KNOW it's coming, is backdash or otherwise force it to wiff, because it's unbelievably bad if it doesn't hit at all. There are some option selects against this you can do to help. For oki setup, j.S 44 2P, input 44 early so it will come out only if j.S wiffs (hitstop will eat the input on block). Also if you have >25% <50% meter you can use the YRC OS since the DP has more than 6F startup, just do anything meaty -> RC input. Both OSs effectively "lose" to backdashing which is why you've still got to make good reads. Though thinking about it, Sin's backdash is extremely slow, you may even be able to punish him in certainly cases after a YRC OS. Make sure you really press your advantage if Sin runs low on food. He can't eat safely against Potemkin at all unless he hits you (or spends 50%), so if he's spending all his food just trying to land a hit, he will have very poor options against you. Slidehead him if he tries to eat out of a blockstring or if he just runs away. Sin's normal throw is the scariest thing he has IMO. 200 damage for 50% meter off a normal throw anywhere on the screen? Yikes.
  13. Not sure what disgusting overhead you are talking about, Bull Bash the giant full screen one? It's pathetically slow, 32F startup, you should never be eating it because you didn't react in time. Be watchful of it if you are jumping around since it hits a massive distance up the screen, just be ready to FD it. Instant j.D is 18F startup + min jump height time so it's actually pretty reactable too. And his 5D is 29F startup making it the absolute worst dust in the game.
  14. You must IB the first low one for a Slidehead to be guaranteed to hit before a second low at fastest input. Otherwise you will trade as long as your timing is good enough. If you are getting CH out of slidehead you are not doing it early enough. If Axl is just doing Low->Low over and over then you can just use Megafist to hit him clean, but it's risky because of the Mid version. You can also just use the Hammerfall Break method which is actually not even all that hard, at worst you will blow 25% and force Axl to blow 50%. You can also safely use the 2P method mentioned before. You can even Option Select it to cover multiple options: do 2P -> 6P as fast as possible after blocking a low chain. If he didn't cancel to Mid you will hit him with 2P, if he did you will hit him with 6P. Doing High beats this (he'll recover in time to hit you), so keep that in mind. Just doing 2P is a very safe option though, doesn't even need an IB. Axl's DP is not that good. It's completely punishable on even normal block. Just block it and punish, you can use f.S 2D, just 2D, or 5H, basically anything. You can even punish, on normal block, at full distance, with 6K, which gets you a hard knockdown. His DP also has a lot of startup, 9F, which means it's absurdly easy to safe jump or option select against.
  15. I'm feeling sick so I'll have to bail this week.
  16. You can just block a Low stance attack and Slidehead is guaranteed. You'll go under a Mid stance followup and another Low or leaving stance are too slow. Generally speaking I like that as an option better since getting in on Axl is pretty key. You can actually also Hammerfall -> Break to eat a stance hit and recover in time to block or do another Hammerfall. Only try that if you feel really sassy though.
  17. There's no real cue for the safe jump after PB or anything. Every character has different wakeup timings and different weights and such, so you just have to learn them all. It's pretty hard, but you don't have to be super precise since most DPs have 5F+ of startup and you can block on the same frame you land on the ground. Yes you can reversal backdash, they are invuln from the first frame for every character.
  18. - Safe jump j.S is really solid, you can use it off a bunch of knockdowns but the timing changes on every character. Really obvious ones are off Buster (you can superjump off that one) and Slidehead (you've got all the time in the world). 2D you use a normal jump, I don't recall if it's 100% safe on everyone or not. Hard knockdown Heat Extend in the corner you get a normal jump setup IIRC. - 5K stuffs things really well, but they can reversal backdash or DP or super or whatever to beat it. It's not a bad option but be aware of it's limitations. - Pressure is complicated. You need to learn all kinds of tick setups, and more importantly backdash baits. Frame traps are very important too, knowing how to use 6K HFB to trap jumpouts, backdashes, etc. There's whole posts worth of stuff to talk about this subject. Good places to start are just learning to do perfect Hammerfall Breaks off all your normals, especially 6K and 6H which are the hard ones. And Hammerfall YRC -> PB will catch beginners for a while until they start reacting to it. I should probably do a writeup on this at some point, but keep watching FAB long enough and you should continue getting more good ideas on things you can do to help stay on top of people. - Trishula is worthless except as a gimmick. My advice is to just not use it. - ICPM is Intercontinental Potemkin Missile.
  19. There are two likely problems: 1) You are trying to throw too early. There is 5F of throw protection after leaving guardstun, and 6F after hitstun). Keep in mind FD and Instant Block change the amount of guardstun you cause. 2) You are too far away. Takes some practice to learn the max possible range for the throw, but stand/crouch doesn't effect it much (or at all?) 5D isn't great. It's too slow to be a real mixup tool. It's OKAY to use once in a blue moon, but don't start relying on it for mixups. There are a number of tricks to improve PB range. Break Buster (doing a tick with instant Hammerfall Break) is one obvious one. Doing Kara Walk Buster is another, IE doing 63214[6] hold for a few frames, before hitting P.
  20. Tonight right? Gonna head down there in an hour or so, after I grab dinner.
  21. They can always backdash out of jump-in oki so that's not unique to a 2D knockdown. j.S is generally a better oki tool than j.H because it hits lower to the ground, it's possible for some characters to 6P or do other low-profile things to j.H even done meaty. However with j.S be aware you need to have very tight timing to make j.S -> 2P a solid blockstring on IB, if they are someone who likes to IB on wakeup a lot, mix it up with j.H too. A good way to bait backdash is to use 5H or 6H, especially in the corner. Another good option, if you are already jumping in, is to just YRC first, because then their backdash is half speed and very easy to react to. There's also a fancy-pants YRC oki option select, if you have >25% <50% meter, where you do j.S and press RC right as it should hit. That's more useful if you are very deep with your jump, since you should have time to kara walk buster. I've got like a 30 page 'basics' guide I wrote about 10 years ago (4/10/2005 on the text file, wow), I could probably update it for Xrd since most of it is still pretty relevant.
  22. I hope one of you saw them online 6K loops.
  23. If Tuesday is better I actually think I would prefer Tuesday instead anyway.
  24. I think their exact drop formation is random too isn't it? Either way I couldn't really recommend even trying to do it.
  25. Bad sign, I can hit 4 rep 6K loops reliably online. Uhg. How's Monday then? That's usually the best day for me.
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