Red Star
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You should be keeping charge whenever possible. For the string you mentioned you should be holding [1] for 2P to get charge. Say you want to do 2P>HFB>2P>HFB as pressure. Do [1]2p then 161HS+P for the Hammerfall Break motion. By doing the 161 motion you will already be charging while you hammerfall break. And when you jump forward be holding back for charge unless you are looking to IB something.
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For the most part I think you are better off doing j.P instead of J.S if you want to tick into SPD as the blockstun is a lot less, FAB mixes up J.S and J.P quite a bit on wakeup. I would also avoid standing P as oki as it whiffs on most crouching characters and it has less frame advantage than 2P, and unless you are jumping people have no reason to block high against Potemkin. To answer your 6K question, outside of being close to max range 6K, raw 6K>HF is pretty much not going to work. That being said close 2S>6K>HF is pretty easy to do thanks to the buffer 2s>6K gives you. Very much worth it to as Hammerfall gives you a knockdown and you can actually hit confirm it.. Or of a block whatever into 6K the buffer lets you get a hammerfall, but I would only personally only do that if I had 50% meter.
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As far as I am aware this untrue. Even sticking out limbs like say 5K in GG doesn't seem to be able to be grabbed. That being said, you can Heavenly Potemkin Buster his jumping chain attacks like j.S and J.6P, the super will occur wherever HPB grabbed the chain. In Accent Core you could instant kill his chain normals, but I assume now that it is a grab you can't. I wouldn't advise mashing just get the timing down for how fast you can attack out of blockstun from the move. At full screen when I visually see the sickle is in Pot's foot I press 2P. Closer you should have more time to 2P the chain as it retracts.
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I honestly never tried slidehead because I figured it was too slow. Sparrowhawk stance is even worse than I thought. But yea, slidehead is a better choice then a 2p.
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Just a note on sparrowhawk stance, at max range you can crouch and just 2p his low chain after you block it, or 5p his mid chain after it whiffs over you. You don't even need to instant block it. It seems like a really bad move for Axl.
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When they are rejected they are open to all attacks except they can blitz shield. Not sure on the frame data but you can land pretty much any move with Pot after a successful Blitz shield as long as they are within range. Moves used against someone in rejected state seems to prorate, not sure again on the exact, looks like 20% less or something like that. The recovery only matters if you whiff, what move you reject doesn't seem to matter as far as I can tell. You can hit someone with a 6H with Pot if you reject their 5p or 6H, so you have plenty of time to hit them with anything.
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PB while the screen is still dark from the YRC will cause the move to get the damage nerf from RCs. Pretty sure the same goes for basically anyone in regards to YRC. Depending on the character that can be a 20 to 30 damage loss to PB, which kind of stinks. As far as at least AC I don't believe so. Only thing he could flick of Pot's moves was Gigantor mirror and his flick projectile. They might have added it because you can Blitz shield slide head, or cause Gigantor isn't flicakble anymore.
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AC+ could be FRC'd, which makes this version not even close. Maybe it is the way the camera is in Xrd, but the grab range also feels a quite a bit shorter. And though it isn't a PB nerf, the YRC Pot Buster do less damage, and since a lot of my PBs come from Hammerfall YRC the Pot busters start feeling really weak.
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YRC burst bait option select should be mentioned here, although it is a universal mechanic. Given how short his combos are for the most part, they are pretty easy to option select, if you have over 25% tension and less than 50%. http://youtu.be/AV34Smy3-Tc?t=5m The sequence by FAB basically strips burst as an option. He is guaranteed to either get S>Extend or S>YRC after giganter bullet. It is a good example of a pretty obvious burst area being punished with an easy option select. All that one needs is attention to meter.
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Best I got is Dust>j.H>j.K>Double jump j.S>j.H>ICPM. The double jump towards after the j.K lets you be close enough for j.S>j.H>ICPM to connect.
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FDB List Axl- Sickle Flash, Melody Chain Bedman- Task A(can flick twice), Deja Vu A, Task A', Deja Vu A', Deja Vu B, Deja Vu C Chipp- Gamma Blade Elphet- Berry Pine (Initial Toss and Explosion can be flicked), Aim Ms.Travailler (S) Regular and charged version. Faust- What could this be- Bomb, Meteor, hammer, mini faust, poison, 100-ton weight (will still knock down Faust when flicked), Love I-No- Chemical Love, Antidepressant Scale Ky Kiske- Stun Edge, Stun Edge Charge Attack, Aerial Stun Edge, Grinder Stun Edge, Grinder stun edge charge attack (can be flicked twice), Aerial Grinder Stun Edge Leo Whitefang- Graviert Wurde May- Applause for Victim, Don't Miss it Millia- Silent Force, Tandem Top, Secret Garden Potemkin- Trishula, Slide Head, FDB (reflect projectile only not move) Ram- Cassius, Launch Great Sword SIn Kiske- N/A Slayer- Helter Skelter Sol Badguy- Gun Flame, Dragon Install Gun Flame Venom-Stinger Aim, Carcass Raid, Generate Ball(the balls when they are hit, not the move), QV Zato=1- Invite Hell, Eddie Drill Special I might have missed some.
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You either aren't breaking the second 6k fast enough, or you are doing the 2s too late, it definitely works though. After HF>RC in the corner you can get 6H>HFB>2S>6K>HFB>5H>Heat Extend for monster damage and in my opinion it is easier than 6K loop followup.
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236P is unsafe on block. In throw range they should be able to mash throw you for blocking megafist, and some character can straight punish blocked megafist, adding PB startup with it them not punishing or mashing backdash is just poorly reacting to it.
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You want to cancel the 6k with hammerfall as soon as you can. Because you lose your charge with 6k you will usually cancel a little after you hit with 6k simply because you don't have enough charge to cancel right away. There is a slight end lag on hammerfall break so you definitely don't want to mash your next 6k. Personally, I've been practicing it on the ground, just 6k>HFB>6k from one end of the stage back to the other just to get the feel for the earliest possible time to cancel 6k with hammerfall and for the quickest timing for 6K after hammerfall break. For your PB problem, really make sure to stress doing the exact input, this game is not very lenient on sloppy inputs like some other games. 6K loop really is just a matter of practice. He has simpler damaging combos you can go for until you get it down, and pretty much all his other combos are really easy compared to the rest of the cast. Honestly, Pot has better reasons to give up on him, like how frustrating some of the matchups can be, especially once he is pinned in the corner.
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You just need to start holding back immediately after inputting 6k or 6hs, you can't wait to see the animation start up or you won't have the charge going quick enough. Same with 2s to 6k gatling, you want to input 2s>6k and start charging before it actually goes into the 6k. It does feel difficult in comparison to most of Potemkin's combos, at least to me.
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http://youtu.be/Hb04wER5C2w?t=4m18s Footage of Konsome(pot) vs Sanma(Venom), Gazou(Faust), and Ain(Ky). At 7:02 his 2nd round against Gazou's Faust he makes an amazing series of reads and almost perfects him.
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I have always seen Potemkins Extend in corner, so I don't think you can combo off of regular heat in corner. I don't think you can Heavenly after Extend either. Just watching matches the opponents seem to recover from Extend around the same time Pot does and you can't YRC in the middle of combos. Also extend sends them way too far away for Heavenly to hit mid screen. Maybe you can catch their air tech in the corner after an extend, but the air tech looks pretty low, not sure if even that works.
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http://www.nicovideo.jp/watch/sm23003791 I don't know if anyone posted this. FAB gets a counter hit 2hs near the corner and converts for almost 90% with 50% meter. Really good damage but seems pretty situational. Best damage I have seen so far.
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http://www.youtube.com/watch?v=-5-VWPynao8 3on3 that features 3 matches from Konsome and 3 matches from FAB. Konsome gets a bit of damage off Counter hit 6P>5HS>heat extend, got it a number of times against KSK's Sol. Also at 6:19 he does PB>RC,J.HS,c.S>Heat Extendtill manages to not take out the last 20% from I-No with it. At 26:18 FAB does PB,2p>5p waits for the neutral air tech and Heat Extend hims. Seemed like a pretty basic but interesting trap.
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I agree with Capcom trying to avoid the M rating but I don't get that last statement. Deadpool is a walking gorefest in all his comics. He is constantly getting sliced to pieces and is often done so in a humorous fashion. A lot of the Marvel comics are pretty gory. I don't see why they would mind gore.
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Speak for yourself. I prefer doing everything listening to smooth jazz. I wish they would have just got better jazz for MvC3.
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What are you talking about? They had pics of him on Shoryuken on the front page. http://shoryuken.com/content/nathan-rad-spencer-sir-arthur-magneto-modok-revealed-marvel-vs-capcom-3-cast-2073/ All these MODOK haters. I think he is cool. You all wish you were "designed only for computing".
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Sir Arthur looks amazing. I loved his game and I am glad to see all his different moves in the game. Also the armor falling off was a must, glad to see Capcom delivered. I wonder what Spencer's alternate costume will be. And what is this about MODOK being a crappy villian. He has A.I.M. under his control which immediately makes him cool. Besides he is variety for the game. Rather see someone like him over something obvious like Venom.
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I don't get what you are saying. Most of those characters weren't even that good in their respective games. What did they add playstyle wise that is something so unique? I don't consider any of those characters that much more dynamic. And what is wrong with a dive kick/turtle fest? Having a fighting game with rushdown and turtling characters seems kind of normal. Hakan is a grappler just a grappler, the only thing unique is he is garbage when not in oil. Not really mind blowing dynamics.
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Stupid good. I love grapplers, and I've enjoyed Raiden enough. Once I saw the videos of Raiden in KOFXIII I was hyped for the game. The gameplay looks great and Raiden looks beast. I want to play this game.