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AtTheGates

Potemkin

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lets see...

OPENERS

2HS - beats all pots pokes at the start

5HS - CH, to impossible dust

iad back - obvious to retreat

5D - beats slide head at the start for CH

STRATEGY

in all honesty i'd have to say that u have to fight this guy. running the whole time makes this match silly because u have no meter to use to dish out the dmg when need be, when on the other hand dude is building bar mad fast since moving fwd in GG gives u meter...and he gains it really fast! literally u have to stick and move. keep ur eye on the timer while fighting cuz fighting actively vs turtling makes the time go by slower and as mentioned above he'll have bar while u wont, unless of course u land a gold burst. do ur dmg and run the clock even if hes not taking dmg and ur in the lead and hes blocking stuff is good. u want the potemkin to get impatient due to the time. also try hard to bait the dead angle, u want him to burn the meter so u wont have to worry about it later. its not the DA to punish but i wanna say on IB u can punish? *i'll test that later on*

LEARN THE THROW TO COMBO ON POTEMKIN! u can use this to ur adv to either land another KD combo, throw again, leaf throw, and the list of mixups go on and on. the timing is pretty strict but its not impossible. learn it!

POKING

5P- i strongly advise the spamming of 5p since it leaves u at +1 on block, not to mention that it will negate hammerfall attempts wit a CH in there for decent dmg. on the frame adv note, since u are at adv PB attempts are also negated so long as u mix it up wit 5k. becareful when dashing back in to do it at close distances as a PB could randomly occur and throw ur game off. basically the idea behind this poke is force pot to do sumfin, including PB. now since it hits him on crouch also, if he decides to toss out a crouching poke it'll CH and from here this is exactly wut u want. get the CH, go into the combo of choice, personally i stick to the 2D rekka to iad stuff to get'em to the corner asap. the 5P deal works alot better here since now u can force the mixups especially throws for the above statement regarding the throw combo.

2s- snuffs pot 2k and 2d clean. very abusable poke when in semi close distance.

5hs- when pot double jumps, run underneath and use this as like a reverse anti air. u can also use this as anti air but spacing is important, most times it will trade so take the trade and if u can still land a combo hit it asap.

6p- it has its uses as per usual which is to AA,beat things clean as u dash in, and beat things as u bait...however the most common use i tend to have for this poke in particular is after blocking a j.D from pot. most times they'll try to continue attacking and thats where the 6p shines since it'll come out just in time to snuff the following attack. now, this isnt immune to a PB so do this a few times and then start jumping to bait the PB.

OKI

i dont advise otg oki games all that much...although i'll say tacking on an otg gamma is good for the extra dmg but keep the follow up out of the reach of danger. FDC pot to ur hearts content and learn how to cross up wit j.k cuz it works wonders. iad SBC's arent advised either simply cuz of the "opps i messed up" factor. 1 mess up is not good.

OTHER TID BITS

-learn frc beta consistantly, CH leads to combos

-always keep a quick dirk/shruiken handy

-dont always rely on 6p to save u as anti air, u'll want to use beta more than 6p

i'll add more later...edited on: 7-21-08

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What is quite dirk and how do you keep one handy?

the shruiken, toss 1 and u get the slow shruiken after that u'll have a quick 1 in which u can air dash or double jump from.

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i suggest you guys go to gamechariot.com and download the file with: FAB (PO) vs 0 (OR) FAB (PO) vs Minami (CH) Oosaka B (FA) vs Minami (CH) Oosaka B (FA) vs Ken (PO) minami actually wins against fab. Lots of things to discuss here. Admittedly he was really lucky in the end, but nonetheless, we can learn a couple of things from the match: - potemkin cannot crouch under 5P - abuse it! - you cannot bait or outwait a good potemkin into doing slidehead. not gonna happen. - the often-mentioned doctrine to "get in, get out, be patient" is still as valid as ever. we can see that minami often ends his pokestrings with very far moves (5D, very far 236S) to be as save as possible. - use preemptive anti-air against pot, before he has a chance to make you block a j.D or jump at you with j.S or HS - for example, use j.K from the ground when he is airborne. Be very very careful with 6P - better not to use it (avoid pot when he jumps at you and you cannot preemptive him). At one point, when minami has FAB pinned down in the corner (having FAB pinned down in the corner, the dream of every chipp?), fab tries to jump out, minami does an immediate iad.j.K[1],K[1] - pots air to air in such situations isnt that good.

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Well, actually Chipp is airborne during AB, which is why he can't get grabbed/Slideheaded.

I haven't really tested it, but I think he means at the end of the (air) alpha blade during the landing animation. When I'm playing Trevor, I'll always try to throw-punish his whiffed alphas, but I'll always end up yo-yo setting instead.

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Editted due to inconsistencies. I've noticed some time ago that if you run and do 22D right in front of Pot, you will warp IN FRONT instead of from behind. Now if you FRC, your momentum will have you land behind him. Do this with j.H, and you have a quick crossover/overhead oki setup. Works great for baiting buster/grab wakeups, and screws up the input for anything else they can do on wakeup (reversal backdash, hammerfall, Gauntlet, etc). It costs more tension than a crossover FDC oki setup, but it's still got potential! So the input is: run-in 22D FRC, j.H Naturally, you wanna FRC w. PKS to slide over on H. This ONLY works if you're dead in front of Pot, and you MUST have a running start. Side note: This trick works on Faust as well (somewhat) IMO: the best use for this is to bait buster/grabs on oki against grab-happy Pots, or to disable Pots from backdashing since jump-in FDC oki can't really bait grabs and will only prevent backdashes 50% of the time. Otherwise, you can just stick to FDC crossovers and do this trick once in a while to throw a Pot's game off.

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