Couldn’t you just block low and/or anticipate the slide? You would have to be FDBing pretty close to not be able to do anything before that slide came out.
yeah i think the problem is that … anyway i hate ky
Potemkin can also FDB projectile supers. Thats always fun. Really pisses people off when they waste 50% tension on a super that just gets deflected.
Good to see Potemkin still kicking around though GCC has been down. I’ve been away from the game (and the country) for a while so I won’t be able to be as helpful as I usually think I am, but I do have a few things.
First off, is the damage worth doing the Heatknuckle combos with the RC on the 2nd hit? That’s how I’ve always done them:
Heat Knuckle > Extend> RC> 6HS> Heat Knuckle > ect…
How does the damage compare to RCing the 0 dmg hit of HK?
To my knowledge Johnny is the only character I haven’t been able to catch with this. It’s also an unburstable 90 damage from Extend. Like I said though… its been 4 months since I’ve had my hands on the game.
About Ky… if he starts Sliding under Flicks, remember, Potbuster has invincibility, welcome hit with a big hug! or a tri-jump (quick j.D NO ONE expects Pot to be able to tri-jump), or a Megafist 2. Megafist 2 is pure theory as I don’t have my game, but it should hit (Pot is airborn from frame 1) and STAGGER… without scaling, opening free combo or possible Potbuster.
Good way to setup CH FLick is to put it at the end of a combe, ex. s,s,hs> Flick. Since it doesn’t actually combo, it baits out retaliation and is completely same on block. Only drawback is the pushback if they block, pushing them out of Potbusterdanger Zone.
Henaki, how could you forget so many of the Flickable things… I put a lot of love and time into that thread on gcc. Dammit
It depends on what you are going for and what your situation is as to where you RC the Heat Knuckle. I would say the only 2 places you should though, would be the first hit, or the Extend.
The reason you cancel the first hit is because it doesn’t scale damage, which allows your next 6HS (or whatever else) to do massive damage. Plus, when you do that “6H Loop”, you’re almost guarenteed get a stun on the enemy.
Furthor, in #R, the Extend is NOT untechable. Sol teched out when I tried to do:
Buster -> S S -> Heat Extend -> RC -> 6HS
He broke out before the 6HS hit. SO, now you are better inspired to do the early RC combos even more now.
Besides, if you have only got 50% tension in the corner, I would probably recommend:
Buster -> S S 2HS -> Heavenly
because it does so much damage. If you’ve got 100%, then you’re better off with the 6HS loop or finishing the Giganter Bullet and going for a wall bounce.
You can do just about anything to stop that slide. Mega fist forwards will work, you can also likely Hammerfall between the hits. Better still in #Reload, just jump and S him. j.S staggers on CH in reload, you so can follow it with a Hammerfall combo or a Buster if you are close enough.
I’ll have to try FDB’s after a blocked Poke, that’s not a terrible idea. I find myself poking a LOT now adays. Not many people worry about 2K and 2D with Pote, but they are excelent. Plus, standing HS in #R is jawsome for poking.
BTW, you can CH FDB the Riot Stomp, although it’s only really feasable in #R (because of how much slower it is). This is a very good thing because it’s a much better option than 6P… it let’s you set up those massive combos I posted earlier.
Oh yeah, since I got to fight Destin’s Dizzy a little yesterday, I have a few tips.
Do: Flick anything that gets you the reflection.
Don’t: Flick anything that doesn’t get you the reflection.
If you try to flick regular fish, they will take the hit and Dizzy can run in and Combo you. Instead, just worry about flicking laser fish and the seaking spike. It’s actually very easy to do… most of the time they come after one another so just keep watching.
When a biting fish comes at you… that’s a problem. If you have a little room, using standing P to get rid of it… and then IMMEDIATLY poke. Dizzy will likely try to use her fish to cover her assault in to hit you… which means likely 2K or throw. Either way, a 2K should be able to keep her at bay.
flicking after a blocked poke is aways good expecially after an HS
because it covers the lag and sometimes you can do something before you opponen, leading to a counter hit.
EDIT: i was going to post somestrats but my english is BAD and
i’m tired
no offense but the shit i’ve heard here is alright but not what u should do to win, in stead of doing a combo that does damage do one that stuns, potemkin has many of them 2 examples are
mid screen
counter hit 2HS, mega fist to move forward, shield, (s.HS if u want), shield (if u have the tension) 6 HS, falling hammer to move in
cornner
pot buster, HS, Shield, Shield, 6HS (if there not dizzy heat knuckle: if they are dizzy let them fall them do pot buster again)
this is just about a 100% combo so to speak,
and mid screen if u going to roman cancel his heat kunckle (i have no fucking clue why u would) then do
S, 2HS, heat knuckle, jump (on way down) HS, S, S, keat knuckle.
and if u ever play against another potemkin know that if u do a mega fist they can grab u b4 u can grab u, this will always happen/
Hrm. Well, yes it’s a good idea to try and stun people, but damage is very important too, and you will likely stun people from sheer damage anyway. You also don’t need to stun someone if you kill them in 2 combos.
First of all, I have no idea when you’d ever hit with a CH 2HS. I don’t know why you’d ever do a 2HS that wasn’t in a combo to begin with. And if you set them up with a shield like that after a CH 2HS, you’ve basically created the CH FDB setup, and it’s much, much better to use the giganter bullet and continue the combo off the wall bounce. You can’t waste good setups and full tension trying to stun the other person when you could be taking off 3/4 of their life.
Second, I have no idea who HS after a corner buster would hit. Many characters will simply fall too fast to hit with it. I suppose if you know which ones the HS will hit, it’s fine. But for most characters it’s safer to S S into a canceled Heat. Also, you can just 6HS between shields instead of doing one after another. You may have to stoppy forwards to make up the distance though.
Also, I’m getting the impression that in #R, the FDB’s increases invunerability after a flick will allow him to block afterwards. I have to test and see if this means you can flick and block from a Dark Angle or that like.
can someone post some rushdown patterns using hammerfall ?
one that i like tu use is (opp blocking) s.S, s.S, HS XX hammerfall
(break), hammerfall FRC, than you can mixup with almost anything you want including high low games and tick pot buster.
IMO is good to hammerfall after a break (not everytime) because can stop SOME reactions and if hits it’s a free combo (if you have tension course). but don’t do always if you don’t have tension, cause the opp can punish,
Not really sure, I try to never use a hammerfall unless I’m sure it’s going to hit (but I’ve always been bad at hitting the FRC point too, and I lost a match to Tomass like that once, so I’m paranoid).
I do like the idea of using one after a hammerfall break, I will have to try that in some matches. However, hammerfall’s in general aren’t always such a great option… lots of players will IAD you with fast attacks (pixies in general) and stuff your second hammerfall, or IAD over you and get away, or throw you.
If you are starting from a point where you get a blocked S S HS, shouldn’t you be trying your high/low/throw game from this point instead of hammerfalling? I would probably rather go P K (or 2K) S D (or 2D), or throw the HS instead of the D and then Hammerfall, FRC it, and start up the second “rushdown”. You may want to do a 6K after an FRC blocked Hammerfall. Many attacks will go through it, you’ll be safe to air attacks, it must be blocked high, will set up into a Pote Buster on success, or will start up another high/low/throw game for you on block. Infact, being safe to attacks is almost irrelevant… the Hammerfall is a Lv5 attack and leaves them in 19F guard stun, and the 6K only has 18F startup. So, assuming you FRC/RC early enough, you should be able to get one out without much trouble. They could Instant Guard, but that still doesn’t leave much time to get off the ground, and you may hit them on the way up. Throws would be another problem, but you could always do 5K instead and mix up again.
I’ll play with this in a little bit and let you know if I can come up with some more stuff. I don’t really rush down people much, but knowing what there is only gives you more options.
Gwyrgyn your a fucking idiot, Hs hits EVERYONE mid screen or not, its a matter of timing. and its always better to stun because u will get the corrner grab combo after which does almost, if not 100 %, on everyone. Dont try to tell me how to use potemkin, besides Mike Z not many ppl if any, in so cal have a better Potemkin, and these stun combos have beat ID Chaotic Blue and Combo Fiend, if u go for damage in a combo then thats all u will get, but stun combos with Potemkin do almost as much and then u get the follow up after. FUCKIN TRUST ME< DO IT IN TRANING MODE AND IT WILL PROVE IT"S SELF
I see what you mean about the corner combo. I don’t usually use the HS as it’s difficult to time on some characters (Jam for one).
As for the mid screen combo, the thing is that, while your combo definately stuns, you can do stronger ones that will ALSO definately stun.
CH 2HS -> Giganter Shield + Bullet -> S S 2HS -> Heavenly
~340 damage, Guarenteed stun on 60 or less characters (Sol or below).
CH 2HS -> Giganter Shield + Bullet -> HS -> Giganter Shield -> HS -> Heat
Slightly less damage, stuns any 65-70 characters, replace HS -> Heat with 6HS if you want, may be safer.
Timing is slightly different on characters because of how they fall differently.
Also, possitioning works best around mid screen, but seems to work anywhere except dead in the corner. From there though, there are other things you can do.
It’s not really that big of a deal though. If both combos lead to death, then there’s no real problem with doing either.
Let’s try to keep this thread a friendly discussion about the Pote, please.
Bloody: that HF rushdown I suggested wont really work as I forgot you get pushed back too far to FRC the Hammerfall and hit with a 6K. It WILL work if you do the hammerfall right next to them.
You can always poke with a 2D or HS after an FRCed Hammerfall though, and do something from there. Sorry that’s not much help, don’t have anyone here to try it out with.
Hammerfall (Break), Pot. Buster is teh hardness.
not really
charge db, f(hold) +HS, P, df,d,db,b,f+P
the trick is to hit P RIGHT AFTER you hit HS for a quick break
I dont understand why you’d ever do a heavenly Potemkin buster in a long combo, i only use it to keep ppl out of the air (im fuckiing physic with that shit).
The Hammerfall Break into Potemkin Buster, best combo for it is jumpin with HS, 2K, Hammerfall Break Potemkin Buster (WILL ALWAYS HIT, everyone is afraid when he’s close)
Oh and if u guys want a hard, flashy, damaging combo; here it is.
HS, Hammer Fall, FRC, HS, Hammer Fall, FRC, HS, Heatknuckle, Heat extend. This is a good combo because it doesn’t have to be off the HS, thats actually hard to hit while charging cus u throw, but if u can Blue cancel this move then do it.
oh and u can use Hammer Fall, Frc, what ever u want for a guard crush.
i love to do S, S, Flick, Hammerfall, FRC, S, S, flick, Hammer Fall, FRC, S, S, (if their guard if full then i do hammer fall break, Potemkin Buster) this is good because no one will try to get out because they will get hit, and the grab into cornner combo (they will be pushed into corrner) does SOOOO much cus the guard is full.
This past weekend I was playing a friend who playes with Baiken. He played really safe back dashing, but once he gets in close, trip then tatami, if I blocked, 2h then he’d start another pressure string, basically the mat keeps him safe.
When he landed 2d, He’d dash in close then 2d; tatami on wakeup. Because of the guardstun from the trip;tatami the only thing I could do was dead angle or or burst. I tried back-dashing, I tried P-buster, I tried Hammerfall and F.D.B. none worked, the trip beat them all. Can anybody help me with strats on this?
Grunt - I’m 99% sure you can instant block the tatami and then P. Buster him in recovery because you’re not in guardstun as long from the tatami. Granted, he could always FRC the tatami mat, but Rex doesn’t do that. Or, if you don’t want to risk that, you could use FD to push him further away from you, then try to FDB/Hammerfall when you’ve got more space between the two of you. If you do FRC/RC Hammerfall into Heat+Extend combos (using Hammerfall’s superarmor to blow through an attack he might throw out), chances are he’ll stop throwing sweep out so haphazardly.
Yes, I will teach you Johnny if you want me to, it’d be nice to get some more Johnny players around here. I’l PM you later with some more things I’d like to talk to you about.
-Out-
ok, Mike Z has made two new versions on his stun combos, they bother do about 300 damage, these are the only ones u should do mid screen and corrner
mid screen - counter 2HS, mega fist to ger close, HS, 632146HS, walk forward, S, 2HS, Heavinly Pot. Buster, if u done have the extra super u can do 6HS, or continue the super and then HS, 623HS, 63214HS, depends on ur tastes
corrner - Pot. Buster, 2HS, 623HS, Roman cancel 1st hit, 6HS, 632146HS, 6HS, [most ppl will be stunned here, if not then do 623HS,(most ppl except potemkin will be stunned by this without the extention) 63214HS for potemkin]
Thanks Ronin, I’ll contact you sometime this week about playing, hopefully Tuesday.
All very good stuff here. I just wanted to keep the thread alive just a bit longer.
I think I’ve hit a CH 2HS three times. total. easier to combo into it heh.