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FlashMetroid

Jam vs Potemkin

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This match up is retarded its a 4.5 - 5.5 in Potemkins favor but Jam has to play perfect to even stand a chance in this match theres no room for error.

Opening:

I usually just SJ back and AD right before I land if they try to make me land on a slide head because I dont wanna deal with that dumb character because if you press any button and he slide heads your pretty much done

Other options -

- IAD 214K beats slide head at the beggining of the match but if he does nothing hell 6P or IB PB

- Dash up 2D hits potemkin out of the slide head start up and you can get a free card early but he can pot buster you

Okizeme:

Besides 6HS I never use anything I usually just stand over their body and make them guess between grab and 6hs

Notes -

- You can parry the wakeup Mirror super on reaction

- You can do meaty kick and recover in time to parry the mirror super

- Delayed 6HS punishes wake up back dash

- IAD 623K cross up

- In the corner Choujin Gimmicks

Punishes:

There really isnt anything to punish in this match up besides 2 things

- JD which you punish with a JS(this will clash), JS(this will counter hit for a free combo)

- Slide head which you punish by IAD for a free combo

Besides these 2 things you should really just be waiting for an opening to attack

Counters:

Counter hits are really random in this match up and your gonna need some good reflexes to react to them these are the things I usually fish for

- 5S at MAX RANGE(I cant stress how important this is) into TK Ryuujin

- 236S, S at MAX RANGE so worse case scenario is a clash with his 6P

- RANDOM and I mean RANDOM!!! TK Ryuujins at close range if he blocks it your too far away and the best he can do is slide head and super jump and not even get a combo

Anti Airing:

AAing this character is a piece of cake 5S, 2HS beat everything he has EXCEPT FOR JD which you have to react to and JS it

Their Strategy:

Potemkin is most likely just gonna be going for any hit that he can lead to a knockdown he can PB you anytime your on the floor, he can AA you from basically any angle, he has a bigger air grab range then you

A meaty slide head timed correctly is dangerous and can only be escaped by a reversal backdash also if he mistimes the meaty slide so that it hits its a low hitting move and you can back dash it so pay attention to the timing of the slide head and make sure your not trying to back dash the hitting on because then your gonna eat a combo and be put right back into the same situation

Jam also eats a special combo off a PB which means 50-60% of your life plus a knockdown into slide head mixups

Your Strategy:

Basically your just trying to attack him while being as safe as possible plain and simple win by time over if you have too also learn the PB range, learn how to reversal back dash because with out it you stand no change and just play solid

Combos:

- Dash in 2HS(1 Hit), 6HS, HS x 3

- Anything 2D, TK Ryuujin

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On Jam wakeup, you can just regular 236k to beat slidehead if you see it. Easy to do on reaction too. Basically use this instead of dp as the dp move to beat slidehead. Timing is a bit weird, but the idea is to use the 4 frame start up invun to beat slidehead.

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Yep it works as an reversal plus with charge to good. But sometimes when you do it early enough you'll whiff him when he's coming up from slidehead. And then you just take the rape

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Also its probably the best to bait out his fb's, I usually throw 5ps or 2ps, and parry the FB and go on with my combo's.>,>

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Wait... Regular ol' 236K has invincibility? I know this is a good idea for most matchups, but I try REALLY hard to keep Potemkin in the corner. I've found that Jam can really be aggressive, smart and safe if he's there. My main problem with keeping him there is if he super jumps to get out. If you play patient enough, even if he does that you can pretty easily predict his jumps because he can't air dash. Then you can parry anything he does out of the air and either punish or at least keep pressure. Just make sure to keep your attacks close together or out of range for people who like to buffer PB during block stun. Also... are backdashes invincible for everyone? You mentioned reversal backdash... does it really evade meaty stuff?

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Wait... Regular ol' 236K has invincibility?

I know this is a good idea for most matchups, but I try REALLY hard to keep Potemkin in the corner. I've found that Jam can really be aggressive, smart and safe if he's there.

My main problem with keeping him there is if he super jumps to get out. If you play patient enough, even if he does that you can pretty easily predict his jumps because he can't air dash. Then you can parry anything he does out of the air and either punish or at least keep pressure. Just make sure to keep your attacks close together or out of range for people who like to buffer PB during block stun.

Also... are backdashes invincible for everyone? You mentioned reversal backdash... does it really evade meaty stuff?

Well, it's best to use 5S at max range, in the corner you might have more of a chance.Like I said though before I was rushdown-happy,Potemkin's FB was my worst enemy.>,> Now I alternate between playing offensively, and defenfisively. I like to switch up my style as much as possible.

edit:236K has invincibility frame on start-up.

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Let me get this straight so I stop being stupid while playing Potemkin... First off, this Potemkin I play DOESN'T JD, ever. Does this mean I should just stay away until he misses a slidehead? And when he misses a slidehead, how do I punish? 6H?

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How do you guys escape from the giganter unbloqueable? If they screw up the space or the timing (Potemkins stays too close to Jam), you can parry the giganter, then 2+HS (1 hit) for a CH against the slide head, 236+K 236+K for some hard punish. If the distance is perfect, the only option I´ve found is parry the giganter, fd cancel the hachifu, which allows you to block the slidehead hit. I´ve try a reversal backdash, but he catch you. I´m pretty far from being a good Pot user, so I´m not sure if I'm fucking the timing in the Giganter setup, but for what I've seen, this options work pretty well. Coments or suggestions against the Giganter unbloqueable?

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I played Pot for a few hours today to work on my groung dame and such. I did this because if you jump too much on Pot, you die. Is it a good idea to go for tick throws in this matchup? I'm afraid of PB so much that I don't go for them. I just use 6hs to build up guard bar.

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Forget about throws unless you have a realle SAFE way to do them. Okizemes with 6+HS / Throws work pretty well, but if you get repetitive, you´re gonna eat busters at the ass.

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How do you guys escape from the giganter unbloqueable?

If they screw up the space or the timing (Potemkins stays too close to Jam), you can parry the giganter, then 2+HS (1 hit) for a CH against the slide head, 236+K 236+K for some hard punish.

If the distance is perfect, the only option I´ve found is parry the giganter, fd cancel the hachifu, which allows you to block the slidehead hit. I´ve try a reversal backdash, but he catch you.

I´m pretty far from being a good Pot user, so I´m not sure if I'm fucking the timing in the Giganter setup, but for what I've seen, this options work pretty well.

Coments or suggestions against the Giganter unbloqueable?

Parry -> burst cancel should get you out, last I looked. I'm not terribly proficient at burst cancel though so I can't say for sure.

If he doesn't time it just right you can IB -> backdash/1F jump, IIRC.

Nobody really does Giganter trap anymore since it's so easy to mistime, meaty Slidehead is way better if you're going to do that kind of trick... so honestly, while I'm pretty sure those work, I could be wrong because I haven't had to deal with stupid shield traps in a while.

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So I did my first ping pong combo yesterday! It was against Pots, but I still felt like a pimp. Is there a way to tell if your 6h/fb is gonna end up sending them to the other side?

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Punish slidehead with IAD 214K, 5S JC j.K, j.D (2 hits), 214K (land), 5P JC j.K, j.D (2 hits) 214K. Works from anywhere. If you start from too far just FD his 6P (usually he goes into 6P if you jump on him) and go in for a throw or even just a 6HS. All Pots I play tend to go for a PB after they got their 6P blocked. There are also other options but they mainly depend on the distance from the corner. Don't jump too much on him, his 6P kills all your air stuff plus he can 623HS you for free oki. Learn to perfect guard/parry his meaty 6HS/shield into slidehead or you won't get on your feet again. And don't be ashamed of running away from him.

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I don't suggest using 214 k to punish slide head. A bad timing (or if you get faked out) and it's a free 6p for him or worse. There are safer alternatives, at the cost of some damage, but much safer.

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1 question, on Jam corner rush down v Pot is there any specific setup to deal with Giganter reversal other than parry that shit? i think on oki situation i can 6hs through it and get free ch jamming loop on him... but i forgot the setup :vbang:

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Punish slide head with IAD 214K. Using back dash on wake up reversal is an option as well as parry and 623K. You can Counter Hunt with 236S-S if used wisely.

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