Jump to content

Archived

This topic is now archived and is closed to further replies.

VR-Raiden

[Xrd] Sol Badguy vs. Potemkin

Recommended Posts

 

  • Use this thread to discuss the Potemkin matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.
Round Start:
  • His 2P is problematic. It reaches you at round start unless you back up or jump. 2P and SVV will beat it, but 2P loses to other pokes and SVV is very risky. You can take a step back outside it's range then f.S/5HS and it can hit him for mashing a second 2P, but won't be a whiff punish. Jumping forward is not the best idea since he recovers instantly and can 6P anti-air you. Safest option is either just IB or back off with walking, backdash, or back jump then start the neutral game.

 

Neutral:
  • ...

 

Offense:
  • Wake up timing: 24f face-up, 22f face-down. Slightly faster than average.
  • Safejump Option-Selects: OS dash 5K hits backdash and is safe to Overdrives.
  • deep j.S/j.D (JC) > fuzzy j.S works.
  • Corner OTG Oki: Walk deep into corner OTG 2K > GF (YRC) > air throw catches forward/back tech into combo, and with the same timing GF still connects if he doesn't tech.
  • Backdash YRC > j.P/j.K hits his crouch.
  • Minimum height air dash j.P and j.K hits his crouch.

 

Defense/Punishes:
  • Overheads: 5D (27f startup, +1 on block), Mega Fist Forward (24f startup, -4 on block), Mega Fist Backward (25f startup, +4 on block).
  • Any YRC > Potemkin Buster/Heat Knuckle setup loses to VV or RS after the YRC flash. Useful if he is catching a normal with Hammer Fall (YRC) > Buster. RS won't punish a whiffed Buster but you can YRC it for a low risk escape.
  • Note you can Blitz Shield his Heat Knuckle. Air Blitz Shield recovers aerial options so you can go for an air dash or landing punish depending on height. Air VV or Gold Burst also work.
  • Dust: nothing on block, 5K on point blank IB.
  • Dead Angle Attack: CH 6P/2HS/2D on block. Can be low profiled by 2D, punish whiff with c.S. Can be dodged with point blank c.S, punish whiff with CH 6P/2HS/2D.
  • Hammer Fall (super armor lunge): (dash) 5K/c.S/2D from close block, f.S from far block. 2D or GV can low profile it.
  • Forward Mega Fist (hop punch): 5K on block.
  • Slide Head: f.S/2D on block up close, must IB dash f.S/2D from max range. On reaction from far away, IAD (delay) j.S, (dash) CH 5HS, BB, RS can punish, but you have to be quick. Neutral YRC right before it becomes active > Fafnir, or dashing f.S/2D/5K works. BR right before it becomes active dodges and puts you at advantage if he blocks it. 6HS the instant it would connect will dodge it and whiff punish within range. Dash stop animation cannot be hit by it.
  • ICPM (dive): 5K/c.S on block.
  • Potemkin Buster: neutral jump > falling j.S/D, back jump > rising j.D, backdash > dash c.S.
  • Giganter (shield Overdrive): throw/WT after flash.
  • Heavenly (air grab): air VV/Gold Burst after flash in air. Back hj.P/HS after flash up close on ground.

 

Combo Notes:
  • WT, delay j.S > j.K > j.D |> Fafnir, BB, dash 6P > (delay) 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR. Combo is burst safe through the Fafnir.
  • Fafnir, BB link is easy on him.

Share this post


Link to post
Share on other sites

Neutral/Offense:

So if he does Hammer Fall YRC > Potemkin Buster, you can actually get VV or RS to come out after the YRC flash, before he can grab you. It's hard to input with timing, but mashing wildly can work (lol). RS is easier but risky if you don't plan to YRC it. I could see this being a useful thing if you got a normal caught by the super armor on Hammer Fall and he attempted to YRC > Buster it, since you could cancel after seeing the YRC.

Punishes:

Hammer Fall is unsafe on block, dash 5K/c.S, f.S, 2D, etc will punish.

Forward Mega Fist (-4) is punishable with 5K if you're in range of the first hit.

ICPM is easily punished with 5K/c.S when he lands.

Giganter (shield overdrive) can still be thrown after flash. Throw, or Wild Throw once you see the camera start to return to normal. Wild Throw works from farther range and more rewarding without RC, but harder to time.

For Heavenly, if you are already in air and lined up to be grabbed, you can air VV or gold burst him after flash on the way to you if you have time. If he did it and you were close and grounded (like after a safejump), you can CH HSVV right as he passes over, which leads to Fafnir. You can also back high jump j.P/j.HS, which is a bit easier/less risky but less rewarding.

and added the mostly burst safe WT combo on him.

Share this post


Link to post
Share on other sites

Combos

 

 

Wild Throw

 

·                     (midscreen, easy combo) WT > HS, 2HS, jc.S, jc.S, HS, HSVV > TO     [119 dmg]

·                     (optimized combo 2/3 to corner) WT > dash > j.D, j.D > dash > 2HS,    jc.D, j.D > Fafnir > 6P, HS, jc.D > Kudakero > HSVV > TO [139 dmg]

·                     (optimal combo 1/3 to corner) WT > dash > j.D, j.D > Fafnir > 6P, HS, jc.D > Kudakero > 6P, 6HS, HSVV > TO [134 dmg]

·                     (corner) WT > dash to switch sides if needed > HS, 2HS jc.D, j.D >       Fafnir > 6P, HS, jc.D > Kudakero > HSVV > TO [144 dmg]

 

Dust

 

·                     (standard combo) D > jc. D, j.D, j.S, j.D, jc.S, j.HS, HSVV > TO

         [111 dmg]

·                     (optimized midscreen, 2/3 to corner) D > dash > j.D, jc.D, j.D > j.D, j.D         > Fafnir > 6P, HS, j.D > Kudakero > HSVV > TO     [128 dmg]

·                     (corner combo) D > backdash > 6HS, Bandit Bringer > Fafnir > 6P, HS,           jc.D > Kudakero > dash > K (1 hit), 6P, 6HS, HSVV > TO [154 dmg]

·                     (reset combo, 2/3 to corner) D > jc.D, j.D, j.S, j.D, jc.S, j.D > Kudakero         > recovery > K, 2HS, jc.D, j.D, j.D > j.D, j.D > Kudakero > 6P, 6HS,          HSVV > TO [104 + 177 dmg]

 

Throws/airthrows

 

·                     (midscreen) Throw (RC) > dash > 2HS, jc.D, j.D > Fafnir > 6P, HS, jc.D          > Kudakero > HSVV > TO [150 dmg / 135 dmg]

·                     (corner) Throw (RC) > (dalayed) Bandit Bringer > Gunflame > 2HS,       jc.D, j.D > Fafnir > 6P, HS, jc.D       > Kudakero > HSVV > TO

         [157   dmg / 141 dmg]

 

  •  

 

·                     (standard combo) Fafnir > 6P, Gunflame > 2HS, jc.D, j.D > Fafnir >     dash > K (1 hit), 6P, 6HS, HSVV > TO [136 dmg]

·                     (reset combo) Fafnir > recovery > K, 2HS, jc.D, jc.D, j.D > j.D, j.D >     Kudakero > 6P, 6HS, HSVV > TO [46 + 194 dmg]      

·                     (CH combo) Fafnir > dash > Gunflame > 2HS, jc.D, j.D > Fafnir > dash > K (1 hit), 6P, 6HS, HSVV > TO [146 dmg]

 

HS (CH)

 

·                     (standard combo) HS (CH), iad.j.S, j.HS > c.S, 2D, HSVV > TO

         [159 dmg]

·                     (optimized combo) HS (CH), iad.j.S, j.K, j.D > Fafnir > 6P, HS, jc.D       > Kudakero > dash > K (1 hit), 6P, 6HS, HSVV > TO [204 dmg]

 

 

 

Corner Dustloop

 

·                     (2 hits launcher) c.S, 6P, HS, jc.D, j.D > j.D, j.D > Fafnir > 6P, HS, jc.D          >  Kudakero > HSVV > TO [199 dmg]

·                     (3 hits launcher) cr.K, c.S, 6P, HS, jc.D, j.D > Fafnir > 6P, HS, jc.D >     Kudakero > HSVV > TO [121 dmg]

·                     (4 hits launcher) iad.S, j.k, c.S, 6P, HS, jc.D, j.D > Fafnir > 6P, HS,       jc.D >  Kudakero > HSVV > TO [170 dmg]

 

Midscreen Confirms

 

·                     K (1 hit), c.S, HS, Ground Viper [134 dmg]

·                     S, c.S, HS, Gunflame (RC) > S, Bandit Bringer > Fafnir > 6P, HS, jc.D   >  Kudakero > HSVV > TO [198 dmg]

·                     S, c.S, HS (RC) > Bandit Bringer > dash > 2HS, jc.D, j.D > Fafnir > 6P,          HS, jc.D >  Kudakero > HSVV > TO [194 dmg]

·                     K, c.S, 2D, Bandit Revolver (RC) > j.D > Fafnir > 6P, HS, jc.D >  Kudakero > HSVV > TO [163 dmg]

 

6HS (CH)

 

·                     (midscreen, 2/3 to corner) 6HS (CH), Bandit Bringer > dash > 2HS, jc.D,        j.D > Fafnir > 6P, HS, jc.D > Kudakero > HSVV > TO [246 dmg]

·                     (corner) 6HS (CH), Bandit Bringer > Gunflame > 2HS, jc.D, j.D > Fafnir          > 6P, HS, jc.D > Kudakero > HSVV > TO [255 dmg]

·                     (midscreen) 6HS (CH), Bandit Bringer > dash > c.S, 2HS, jc.S, j.S, j.HS,         HSVV > TO [214 dmg]

Share this post


Link to post
Share on other sites

Thanks for the combo info.

I added a few punishes, never realized his Dead Angle took CH punishes.

Also on Slide Head I have absolutely no clue why, but apparently you can 6HS right when it hits to dodge. It whiff punishes from pretty far, and if you dash it works even farther.

Share this post


Link to post
Share on other sites

Found a better corner throw combo:

 

Throw (RC) > (hold) 7 > Fafnir > Gunflame > 2HS, jc.D, j.D > dash > j.K, j.S, j.D, jc.D > Break > HSVV > TO [179 dmg]

Share this post


Link to post
Share on other sites

Reviewing some vids and this is a great example of how to win this match up by Mugen

https://www.youtube.com/watch?v=nuJc_5BgCeo&t=3m44s

Stays back, plays the neutral game, doesn't over commit.

Note this CH 5HS was crouch hit, you can get IAD j.S on Potemkin if you delay the j.S slightly. Also helps the GV combo here https://www.youtube.com/watch?v=nuJc_5BgCeo&t=5m28s

Share this post


Link to post
Share on other sites

Potemkin Buster whiff punishes:

neutral/forward jump = falling j.S/j.D

back jump = nothing good, back jump j.D while rising hits it though if close enough.

backdash = dash c.S

 

Heavenly Potemkin Buster flies up faster in 1.1 so reverse CH HSVV no longer punishes after flash up close. backwards hj.P/HS still works (This is a rare situation anyway but it can be used if they heavenly to avoid a safejump meaty),

Share this post


Link to post
Share on other sites

×