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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.
1) air throw loops
the Groundbounce after his Airthrow allows him to hit a true up air before the opponent touches the ground, popping them up and preventing a tech. this allows the pot to re-jump and air throw again whilst still remaining close to the ground where he can loop almost infinitely. the loop is semi DI-able, the opponent can make it somewhat harder to loop but its only marginally more difficult to keep the loop going. I imagine it can be fixed just by making an additional cool-down on airthrow that's maybe a second or so that means even if the pot can combo of the ground bounce they wont be able to loop back into another air throw for an inescapable loop.
You have very ambitious ideas to say the least. You'd have to create custom animations for most of those ideas, which I think would be very hard. I think your ideas are transformative enough, and would indeed serve a different goal than what my GGACC+R Potemkin aims to do. So as long as most of the work on the character is yours, you can upload your own unique version.
Thanks for responding and for telling about free teaching on the Workshop Discord, have a great day.
I wouldn't like it if you were to reupload the character in its entirety. While the sprites were ripped from the game, I still did a lot of tweaking work and other visual formatting. I don't mind if people use or reference my code for their own projects, but reuploading all my code in a new character doesn't feel right for me.
I don't think you'd need me to be a paid teacher for modding. I recommend joining the Rivals Of Aether Extended Workshop discord server to get help for free from the community. There you will find me and other members gladly helping beginners.
Kragg's Fstrong, which has the same speed and range through it's momentum keeping, has a base knockback of 9 and a scaling of 1.25.
This is simply base knockback 8 and scaling 0.9.
Zetterburn, which has two hits that cover a long area. Is almost twice as fast, and also has base knockback of 8 and a scaling of 0.9 for comparison.
I really don't think it is a problem compared to other Strongs in basecast.
it feels way too strong and it often results in wins that feel undeserved
i did try going online but no one had potemkin so i'll probably have to ask around or something
it was with CPU since i didn't have anyone (good) to play with
If you mean aerial nspecial, then it bounces the opponent and does not lead to another nspecial. This is the case unless you've found a bug that allows you to do so.
i free styled a sort of loop where i grab someone with pot buster and when i land on the ground i roman cancel it into an airgrab and use pot buster again, i'll get enough meter to roman cancel again, repeat until i run out of meter
I found the sprites by taking them from an already ripped Mugen character. Mugen being an old custom fighting game engine with many community ported characters, if you haven't heard of it before. On the Mugen archive website, or the Mugen warehouse, you find and download a character.
Then I used the Fighter Factory program to open Potemkin's .DEF file. I then navigated to the Animation tab, to view each animation I needed. I then clicked the "Save as GIF" icon, to save each animation.
I then tweaked their size and saved them as one long PNG strip using Piskel, but any image editing program would let you do so.
Great character btw, he's really fun to play as, just like the real Potemkin.
Templar, I could actually! The issue is just I don't have as much experience with Faust in GGACR, so I don't know if I'd be able to translate him properly. I also don't want to make another spriterip character, so I'd have to look into options there.
using FSpecial will make potemkin do the same movement, with little to no defense, an opponent can just easily punish you for that...
I love how you made him to be honest, and i belive you perfectly recreated him just how he is in the original games, the problem is that unfortunally Guilty Gear gameplay is different from Rivals of Aether gameplay (can't find the exact words for the difference of the two fighting game genre)
Therefore keeping a character from guilty gear with the same speed moves and such, may make it rather easy to face, thanks just to the movement...
Also not sure if you intended this or not, but you can spam USpecial without falling off much...its not really an issue just something a bit funny since Potemkin although can slowly fly back on the stage.