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Red Star

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Everything posted by Red Star

  1. Why not record the safe jump set up with Potemkin as the dummy then do the reversal dp yourself? I find that way easier myself to practice safe jumps.
  2. Pretty much that. There isn't much of a trick to it since it is all timing. The difficult part is the timing changes for each character so you have to practice safe jump set ups against the whole cast. Like with Sin you have to super jump at about his second bounce after a PB because his wakeup frames are really long face up, while his face down wake up frames are really quick so you have to do a j.S almost immediately after a 2D. My advice is to practice set ups off of PB and slidehead since they last so long. I use visual cues of where the opponent is during his fall from PB to help time my super jump j.S. Like with Sol I superjump right about once his back hits the ground. And as a quick note 2D and slide head cause face down, PB and Heat Extend cause face up.
  3. In the video where Heavenly gets beat out by Potemkin j.D it doesn't make it to the super flash, but I have always been able to get to the superflash with Potemkin's heavenly. Sometimes Heavenly loses to j.D afterwards. I have tried meaty 5ks from Potemkin. Different meaty projectiles with other characters and meaty low attacks. I have always made it to the super flash and often gone through the moves unless it was had a hitbox that hit after the invulnerable frames ran out. So after getting to test it, it seems Heavenly did stay the same as the previous patch. I think I figured out why Heavenly lost to j.D before the super flash in the FAB vs Konsome video that led me to believe it lost invul frames. FAB attempted to YRC it. Why he would yrc it am not sure, but this will cause you to lose to invul frames and get hit by the j.D and no meter is taken at all. I never thought to try that out since I didn't realize that it doesn't take away the 25% from the YRC if you are getting hit out of it.
  4. So Megafist will whiff standing Sin in the corner if he doesn't block. I don't think it will amount to much as Megafist is bad on block anyways and most people will react to it with blocking, but I find it odd and annoying that Potemkin's fists just go straight through him if he is just standing there. Can happen midscreen as well based on the spacing. Same goes for if Venom blocks low in the corner then Megafist will whiff him. If Venom is just crouching it will hit him so low you can combo 2P>2K>2D, but if he attempts to block then it just whiff. The spacing is assuming you are on top of him or at least with 5p range.
  5. https://youtu.be/Lh6Putl_fbk?t=4m39s Not sure if this was stated yet but it look like by this video that Potemkin's Heavenly Potemkin Buster did lose its full body invincibility in 1.1, probably only upper now(I think that change was in a loketest). At 4:41 you can see FAB's Potemkin get up and go into the startup animation of HPB but it gets interrupted by j.D from Konsome's Pot. If this is the case then HPB is even worse than its current form, which isn't all that great to begin with. 5:50 of the video shows how silly the mirror match is.
  6. It doesn't hit low as far as I am aware. The reason Leo blocked 5p low there is because he just blocked a j.H then switched low. In GG and some other fighting games when you block high then switch low it will still keep your standing hitbox momentarily. FAB has been using this for a long time. You can see in his pre 1.1 video he will meaty j.S>5P a lot. This is not a new change for Potemkin. Edit: This also belongs in gameplay discussion as it is not about combos.
  7. http://www.twitch.tv/joniosan/b/638680412?t=9h24m30s Potemkin new 6k loops. 2D>RC>(6K>HFB)x4>6K>trishula>6k>trishula>heat extend. Not much later FAB shows off Potemkins new 6D(5d with dash forward after). Does 6D>6H>HFB>6H>Gigantor>6H>Heat Extend. At 9:40:35 he punishes a blocked Sol dp with 5S>2H>HFB> super jump j.P>j.K>ICPM. Puts Sol just about in the corner from half screen. At 9:18:30 he does catches Elph jumping with a counter j.H lands j.P>j.K>dj.S>j.H>ICPM. There are parts where his ICPM combo didn't work. I didn't write down the times but I remember when FAB was fighting a Leo he did some double jump combo and the ICPM didn't combo. I am not sure if it is because of the length of the combo or the positioning of the opponent. Other notes from the stream. Extend either does have more untechable time in 1.1 or no one was teching. This will be a very nice change. And Potemkins using something like 2P>5P>5S>Extend after buster, might be nice for those distances where you are not sure if c.S will come out. Flick destroys Elph grenades now, thank you lord. Haven't been able to watch all of it. If anyone saw anything cool please post a timestamp.
  8. Just tested it. jK(jc)>jS does work in +R but it is moot because it only works when the starting hitbox of j.S hits and not the ending part so it probably wouldn't work here regardless. I can live without a corner carry of an airthrow but it would be nice. I am just glad to get an air combo that isn't j.P>j.P>j.K(jc)>j.K>j.P>j.P. FAB also had on his twitter Heat(1)>RC>Trishulax2>j.K>j.H>ICPM. I hope trishula x2 works off counter hit 2h. Though nothing about the loketests are final, so who knows what will stick in the actual update.
  9. You definitely can double jump out of an airthrow. I don't think j.K(jc)>j.K will have the hitbox to connect though, but maybe. I wish it was like +R where j.K(jc)>j.S did work, but I think j.K was a level 3 in that game.
  10. 5k>2H does work on Faust, though at near max 2H range 5k>2H does not combo on him. 2H only whiffs on Faust point blank while he is crouching, but it does work if you hit him crouching after 5K because his hitbox while being hit is larger. However because of Faust's wonky in air hitbox the super jump j.P>j.K doesn't connect because j.K whiffs under him, that might get fixed in the update though. 2K>2H also combos but only on people crouching, and if they are crouching they probably shouldn't be getting hit by lows. I could see it being used right outside of throw range against wakeup throw happy people. Or if you safe jump j.S a lot you can mix it up with empty jump 5k>2H>HFB. It would be a hell of a lot better if we had vacuum 2S, especially if your opponent FDs your 5K. I wonder if we could get anything off Airthrow>RC>j.K. It almost looks against Sol like you could get j.K(jc)>j.S but that is probably a stretch.
  11. It definitely should be a big buff. It should open up some combo paths. Things like 2H>Hammerfall Break>Super Jump j.P>j.K>ICPM. S>jump cancel>j.P>j.P>j.K> Double jump j.S>j.HS>ICPM. Are things FAB mentioned on his twitter, though I am not sure if he is saying they are combos or his theorizing it. This would be a bit like AC+R Pot with his 2H>HFB>Superjump combos. Being able to put someone in the corner off of a Hammerfall>RC combos from half screen is something I can definitely get behind. Or Empty jump into 5K>2H>HFB>Super jump>j.P>j.K>ICPM, if that works I will be very happy.
  12. It didn't. I don't think he got a 6P special cancel until AC. In Slash he could jump cancel it though, which would be a nice addition to have as well.
  13. I know what you said. My point is that this Pot is clearly not Reload Pot. In reload I could overhead someone with 6k, in this game it is a shoulder tackle. If they were balancing based on reload then Slayer wouldn't be so terrible.
  14. 6K was an overhead in reload. This isn't reload Pot so I don't think all reload mechanics must apply. And the input leniency shouldn't affect charge, but it should make getting the 6K input on the first frame after HFB a lot easier. If these changes stick then I will be happy. Not being able to do j.K into J.S was dumb. Pretty much what Flick said. It also gatling into itself on whiff. I want to mash 5p out of I-no pressure without having her just crouch to blow me up.
  15. I meant in a position where the DC Charged stun edge would hit you. There wouldn't be much purpose to trishula through it if you were out of the range of the move. Unless you are saying you can flick twice while it is on top of you, which is news to me. Trishula has frame 1 upper body invul which is why it works.
  16. Pretty sure it has to do with it being air or grounded version of Antidepressant scale. If the air version hits near your foot then it will still hit you because of the explosion of the note is still there and the FDB projectile whiffs over it. But if the air version hits anywhere higher then it gets eaten up and you will not have it happen. However with the ground version no matter where it hits it seems to leave the explosion and you will get hit by it. You can flick the ground version Antidepressant scale dead center early, walk forward then IB the explosion of the note. It is stupid, but that just seems to be how the move works. As far as other moves like that Leo's Graviert Würde(H) (the big version of his projectile) will still hit you if you flick it too early. If you flick late enough the projectile should run into Pot while he still has invincibility and not effect you. Ky's DC(drandall call, the sigil) Charged Stun Edge will keep going even if flicked. A little fun fact, you can Flick Ky's DC Charged stun edge and then trishula through the rest of it, though IBing for meter is a much better idea.
  17. I-no is a dumb matchup and she can go completely go ham on you for almost free. This is the matchup where I throw 5p out a lot. Her normals in neutral are not that great. I flick when I am near the outside of HCL range just to try to keep them from throwing it out too freely. Always flick the note when you can or try to jump to dodge or airblock it, just blocking it is a letting her start her rushdown for free. Realize once she has 25% meter she gets to force you into her game. FD blocking goes far in this matchup as well. You basically want her out of your face when she is on offense as fast as possible. I would rather face a Millia over I-no any day. The only saving grace of the match up, for me, is a lucky counter hit destroys her. Her tools just work so well against Pot. I personally switch to Sol for the match up a lot. I try to practice the Pot matchup against her but it is frustrating to say the least.
  18. Use 6k in blockstrings it is good, just don't always use it. It is a good idea to vary your blockstring in general in GG. As for your the whole Sol YRC fafnir on your hammerfall armor, that is true with any attack or special. You are neither in blockstun nor hitstun so people can YRC any attack that hits hammerfall's armor. I feel like if a Sol is doing that they either have an OS, are mashing RC on hit or block anyways, or have some godlike reflexes.
  19. FRC Hammerfall lets you actually hammerfall. They are forced either into hitstun or blockstun. You don't have to react all, they either got hit, which in AC is a combo into hard knockdown, or they block then they are in blockstun and you get to continue pressure. Both scenarios are better than what YRC hammerfall gives you, the being easier part is the only part that YRC does better. This Potemkin is no where near as scary as AC Pot or +R Pot. I think a couple tweaks are he will be arguably up with the rest of the cast, like a heat that gives hard knockdown.
  20. Except AC Potemkin had FRC Hammerfall which is better. Edit: to add to the actual discussion of Xrd tier list. Potemkin seems weak, which shouldn't be confused with being trash. He isn't CT Tager vs unwinnable matchups. It is just that Potemkin doesn't get to do the ridiculous oki games the high and top tiers get to do. He doesn't corner carry into hard knockdown, he doesn't have high damage midscreen. His heat change really made things a pain since he launches them across the screen and unless you hit some arbitrary combo numbers it won't cause a hard knockdown. It is hard to punish people running away after you knock them down. He has tools, he just simply isn't as ridiculous as the strong characters in the game.
  21. I wasn't impressed with the changes, but I will wait til all is said in done. I just don't like trishula at all. It just feels like a new move that I never wanted. Maybe trish yrc will end up being good, but I would trade it for 5p to hit crouchers in a heart beat. I was expecting anything big from this though. I sort of wish I could get something off of hitting people with j.p in the air, other than like j.p>j.k>j.p>j.p. I will admit because of AC Pot it is hard for me to get too excited about buffs to Pot outside stuff he probably won't be getting back.
  22. This is what gets me. Playing SF4 if someone has 4 frame or more reversal you can safe jump after knockdowns. You usually had to whiff a normal and then do a jumping attack and get it at the right frame to have it hit meaty if they block and be able to block if they reversal. The dude that gets knockdown can roll his face on his stick while having a stroke on his buttons and he will get his reversal to come out. I don't mind that I have to time my safe jumps so that I can start up safe pressure, but why does the guy on the ground have to not work at all to blow it up if I mess up? Basically my gripe with the whole "I shouldn't have to work to do reversals" is that people have to time proper safe jump on oki so they aren't blown up by reversal. Is it really that wrong to ask the player that got knocked down to have a little timing with his reversals then as well?
  23. Those characters don't respect your wake up because they don't have to respect it. Most of their oki is reversal safe.
  24. The game doesn't force most player to eat a combo they already predicted. Most players know that if you hold back then your character blocks the attack on wake up.
  25. Yea, that changes everything. 5k is a solid move, I like empty jump 5k as oki. When 5P hit crouchers it was a pretty solid move to throw out, I really hope they change his 5P in later iterations of Xrd. Right now I use 5P mostly against I-No to catch the dash. That characters is straight stupid in this game.
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