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The reason why PB doesn't kill anymore is because it got reworked into giving better positioning instead of knockback. It is meant to be a damage tool rather than a killing tool. You're "supposed" to RC it into Heat Knuckle or a strong when it is time to kill with it.
Thank you for liking the character.
Impressive inputs you got. For the 2S loop I'll make sure that other use cases won't be too impacted. For the air throw loop I can potentionally just increase the cooldown on hit for it. It is currently just 30 frames.
I hear your wish for movement tech and tech in general. I'll see what I can do
Obviously this is not something +R pot can do, however it did add some committal burst movement and niche tech that made his kit much more viable than it was. The ability to "psuedo wavedash" by jump canceling into a wavedash or the ability to jump-cancel into 2H or 5D made his neutral somewhat stronger and gave a form of player expression. I don't expect the change to be reverted but i think it would be nice to give him some sort of change that brings back that sort of tech, even if it is as simple as letting him kara into other specials or by allowing him to act faster out of BRC for a "jumpscare" special or attack.
here is a recording of the air throw loop and 2S infinite. Both are very technically difficult to perform consistently but since the video used my own real inputs it is not impractically difficult.
the loop would follow; any starter such as jab into an air throw, drift forward near the end of the air throw and falling up air, land and immediately jump delaying the re-grab slightly continuing the loop. the combo is somewhat inconsistent against smaller characters but consistent on larger ones.
after messing in training mode it appears that the reverse knockback has been removed as you said however it has somewhat resulted in a worse problem of being a straight infinite if the pot starts turning around when point blank because of the more set knockback path so the change you suggested is welcome. I would be careful with 2S since outside of looping into itself its an otherwise useful tool for combo extensions and tuning it down too much may make useless
I am aware of low-to-the-ground Air Nspecial allowing a combo into Uair, but I can't get it to loop as you describe if the opponent DIs out. Only when they do not DI at all is it possible. With the CPU set to DI and Drift out, you cannot loop this. So it is strange that you call this only "semi DI-able"
YRC freeze duration is something I can take a look at.
I will have to be careful though, as Pot is kind of exceptionally weak without this. I can agree that it might be too much since it is the freeze plus the actual hitstun after
You mention "reverses the knockback if it hits point blank", yet that is not a feature of the newest version. Does this feedback come from the old version? The old version did work like that, the new one does not work like that
Looping into Dstrong is harder in the new version, but it is still technically possible if one is frame perfect. I'll make it impossible to loop into itself in the next update
after hitting 2S a grounded opponent the moves hitstun is so long that if you instantly hammerfall break you can fit an additional 2S before the opponent is actionable in a true combo. you can combo this into pot buster or simply the loop 2S HFB until even 200% before the opponent is moving too fast for 2S to hit. 2S also has a strange property that reverses the knockback if it hits point blank which is another factor as to why his 2S can loop into itself so easily. even with the opponent DI-ing the attacks the combo is still inescapable until very high percents if the potemkin is fast enough with the inputs. making the knockback scale much stronger on 2S might mean opponents can make pot whiff much easier or di too far out for another 2S to hit if he hits the point blank reverse knockback spot, it might also be a good idea to slightly decrease the hitstun so that you cant combo into 5H after HFB.
the yrc freeze is fun and faithful and opens up some cool combos and followups after stuff like heat extend or pot buster but i feel the freeze duration is too long. it seems a little unfair to sped 50 meter and manage to not only a 6H but slightly charge it as well, it essentially means you can kill confirm of any stray hit even at range and i think it would be healthier and more fun if the freeze was short enough that slower moves like 6H will not hit in the freeze duration.