User:Sakurako Oomuro: Difference between revisions

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=Hello play EFZ!!!!!=
=Hello play EFZ!!!!!=
==ACPR/Justice Stuff==
==ACPR/Justice Stuff==
{{#ev:youtube|https://www.youtube.com/watch?v=VKh8Bv6gJ9w}}
===Air Routing explanation===
===Air Routing explanation===
*Stolen from JU Channel, text by JUSTICE.JAV
*Stolen from JU Channel, text by JUSTICE.JAV

Revision as of 03:39, 14 November 2022

Hello play EFZ!!!!!

ACPR/Justice Stuff

Air Routing explanation

  • Stolen from JU Channel, text by JUSTICE.JAV

[ . . . ]

The j.P loop sometimes changes based on the character, and sometimes you have to eyeball it, a few things you have to ask yourself when going for it is
A;) Which character I'm doing it on?
B;) What's the scaling like?
C;) What's the height right now?
So A is stuff like, are they light? Are they heavy? Are they named Sol Badguy? The loop can change from this
B is simple, everyone gets heavier the more scaled a combo is, so if you wanna go for a J.P loop on a light character, but you were just doing a big combo like that, you might have to treat them as if they're heavier than usual
C is the toughest one, because that's usually where your variations come in, a few things to keep in mind with the height is the property of the air moves, Justice j.P and j.K are a lot more important than you think when it comes to controlling a j.P loop

[ . . . ]

j.PPSH is the standard we know it already
j.PKSH is really important too, characters that are kinda heavy, sometimes you do air SMS FRC at a crappy height, whatever j.PK will knock them higher than j.PP with out adding the extra scaling of j.PPPSH
Granted if your combo is giga scaled, like let's say you did a couple of reps already, at that point you gotta hold that because of hitstun decay, once things go that far, you're gonna have no choice but to go for j.PPPSH, and at that point, you're probably done, so just nuke or IR
That's just my understanding of it anyway, Hotta probably has some satanic black magic going on where he can do 6 reps or whatever, but this should be a good starting point of really understanding the loop, I think

[ . . . ]

Thing is with a lot of Justice stuff, is you gotta eyeball things way more than you think, what I just said for j.P loop? Applies to 1 hit sword enders as well, every single Justice normal with the exception of j.H (which is your ender into air SMS in a 1-hit sword situation) does something different to an air combo, and you can use this to create 1-hit sword knockdowns from even random air to airs sometimes.
There's a lot of playing out involved, you'll have to fight a lot of chars and you'll understand more and more with time

Maincord Justice Channel notable Players List

After some discussion with other JUs in the maincord, we came to this list, like all lists, it's biased and personal, we think it's a good call however and I'll be putting it here for better ease of accessing it.

will fill the rest later filling tables just sucks

People to Ask Stuff/Watch Matches

NOTABLE MENTIONS: Mechzedeus (NA) palette is normal H, wiki editor ans jam mentor, Excalibur (NA) palette is idk arcana heart player (Bless) but pretty inactive nowadays

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Hotta
GGACR Justice reload k.png
Japan GGPO/Mikado social media Active Best active Justice, also has a strong Sol and Faust. please fill me
Rakkosan
GGACR Justice normal d.png
Japan GGPO social media Active Solid, well-rounded player. Is more nutty than Hotta. please fill me
Oppositeofdecay
GGACR Justice normal p.png
Europe GGPO social media Active? Lab monster, wiki editor, great neutral and execution. please fill me
Tronzilla
GGACR Justice ex d.png
USA GGPO social media Active Solid, old school player, has great MU knowledge. please fill me
Heartwad
GGACR Justice normal s.png
USA GGPO social media Active Best justice in Rhode Island. please fill me
Wedge
GGACR Justice ex k.png
USA GGPO social media Active Idk what to put here he's pretty good please fill me
JUSTICE.JAV
GGACR Justice normal d.png
Canada GGPO scoial media Active Solid, Justice with great execution and Neutral. please fill me
Sakurako Oomuro
GGACR Justice normal h.png
Brazil GGPO/NewStation scoial media Active Justice who swears SAP is good, wiki editor, good execution and weird routes. please fill me

Summaries copied from pot page I'll edit them when I get time

Added aba to ju page so that's one character done, Now pot, next one is Dizzy

Anji

File:Sakurako Oomuro Anji Mito Icon.png  Anji Mito
(Hard-Even)
Anji's defensive options lose to Buster, but he can vortex you pretty hard.

 

  • You have to flick Shitsu twice.
  • Fuujin is not throw invuln.
  • Learn to IB buster Rin, and interrupt FB rin with a low.
  • avoid neutral slidehead, as Anji can Fuujin on reaction and punish.
  • learn slashbacking 6K's K follow up, as it nets you a juicy CH 2H
  • For the love of god do not get hit, otherwise a competent anji will fuujin loop and get enough meter to start looping his unblockable set up

Simple enough matchup without much variance for Pot. Just play him like usual, but note it can be a pain dealing with his offense. Anji trying to gorilla you won't pan out in his favor all too well.

Axl

File:Sakurako Oomuro Axl Low Icon.png  Axl Low
(Struggle)
Effectively a Zoner VS Grappler matchup

Axl can play the close-range game very competently, but here you'll likely see him playing against you like a zoner and trying to keep you well away from arm's reach.

  • Obnoxious multi-hitting normals and disjointed special moves that will blow through your everything.
  • Your best approach option is just to walk at him and crouch IB. This will slowly push him to the corner and force him to act, potentially running pressure on you for a short period of time, or leaving other openings.
  • Even though Axl has a really strong anti-air game, this doesn't mean jumping should never be done. Axl's ground pokes are extremely powerful, so jumping over them is a valid and sometimes necessary tactic. If you do try to jump, try to only do it in j.S range and have FD primed just in case, or superjump over Rensen.
    • Megafist will leap over his crouching pokes and Rensen for a solid knockdown on hit. Be careful about the followup.
    • Both of these said, abusing jumping and Megafist can still be harshly punished. Don't rely on them, the air still belongs to Axl.
  • He's fortunately not great defending VS Potemkin and will die swiftly if caught.

Infamous matchup due to its difficulty. Axl's anti-air pokes will hit you because you're so huge, you're slow and struggle to get in, gimmicks like Heavenly Potemkin Buster to approach are practically guaranteed to get punished for a lot of damage. Axl isn't going to risk getting close to you, he's going to be playing keepaway, and his terrible defensive options are why. Get in on him and he's toast. Just good luck with that, is all.

Baiken

File:Sakurako Oomuro Baiken Icon.png  Baiken
(Average)
Baiken wants to block, you have Potemkin Buster.

Do not listen to Baiken propagandists, this match up is slightly advantageous.

  • Both of you deal high damage to each other and have powerful, obnoxious defensive tools, but she has less overall health and a terrible stun modifier.
  • Be wary that Baiken's mixup is still very good, and Baku is even more threatening for you than most other characters due to your lacking mobility. Don't get hit by it.
  • Baiken's 6K is going to be used a lot to try and stop you from bustering her, as it has throw invulnerability.

Baiken is still a very powerful character, but Potemkin is equipped with plenty of tools to fend her off. If she tries to gluesniff through your offense, Buster will immediately make her reconsider. A proper Baiken will still be hard to deal with, you still can't autopilot her much like she can't autopilot you.

Bridget

File:Sakurako Oomuro Bridget Icon.png  Bridget
(Struggle)
He does whatever he wants

Axl-tier normals, except with a better DP and asinine mobility. You'll rage over this matchup quite a bit.

  • Bridget can use to punish any nuke from anywhere on the screen on reaction, even if he's fullscreen he can just run up and 1-hit trade. You can only put a nuke after a knockdown or with an FRC (And sometimes you'll get hit even with FRC)
  • You can contest him in the air with 2 and 5 to counter his air approaches, be wary of his DP

]

Bridget won't give a rats ass about getting Negative Penalty when avoiding you. Your large size makes you even more susceptible to Bridget's long combos as well, he can do some nasty things out of .

Chipp

File:Sakurako Oomuro Chipp Zanuff Icon.png  Chipp Zanuff
(Hard for both of you)
Either death by a thousand, or a one-hit KO

For all the characters prior that had "low HP and stun resistance" mentioned, Chipp is this especially.

  • He's going to run a train on you, but he doesn't have a choice. You will build meter very fast walking towards him if he chooses to play passive.
  • You cannot crouch his 4F, plus on block 5P. He's going to abuse it a lot.
  • Strong reactions are very important thanks to his speed and numerous FRC points. Being able to punish his DP, teleports in neutral, leaf grab and Alpha Blade helps tremendously.
  • Counterhit him once and you probably win.

Chipp hates this matchup just as much as you do. If Chipp ever makes a mistake, he will explode and die spectacularly. That said, you're going to be forced into lots and lots of mixups and mistakes. Hold your bearings and look for any opening in the ninja barrage, this is where a good defense is at its most valuable.

Dizzy

File:Sakurako Oomuro Dizzy Icon.png  Dizzy
(Struggle)
Why did Sol have to pass down god normals to his daughter?

Expect to lose neutral. Dizzy can be particularly malicious against you.

  • Dizzy's buttons are CRAZY against Potemkin, outrageously oppressive and quick! You cannot duck f.S!
  • Her dash beats slidehead starting frame 1. Her mobility makes her very hard to catch, and very easy for her to get in.
  • Look to flick the fish's ray/ice spears if the Dizzy is not supporting them. Regular bubble is also flickable if it auto pops. Imperial Ray is also flickable.
  • If Dizzy gets too comfy with doing J.2S - J.HS, you can IB airthrow after the J.2S.
  • Do remember that you can buster her coffin reversal before the active hitbox starts, as it begins 4 frames after flash.
  • You can unblockable Dizzy on her wakeup if you have meter to spend. Coffin super won't save her. You're going to want to do stuff like this a lot, and maximize damage as well as you can.

Comparable to Chipp in that Dizzy is going to be playing very aggressively against you, but unlike Chipp, she's also perfectly capable of keeping you out. All in all, your life will be hell in every field, but eventually, you're getting in. Make the most of it.

Eddie

File:Sakurako Oomuro Eddie Icon.png  Eddie
(Hard)
More keepaway than setplay

This is one of those match ups where Eddie can properly utilize his shadow in neutral, making things very hard for you to get in.

  • Drill CAN be flicked, but only if done preemptively. Look for when the Eddie player likes to drill and start flicking from there
  • Normally, you have to hold shadow pressure unless the Eddie leaves holes/goes for greedy resets.
    • IB shadow, FD Eddie. This is the golden rule to holding pressure vs Eddie.
    • Look into slashbacking Mawaru, as it helps you open up holes in Eddie pressure.
  • 2P is very valuable in this matchup for poking Eddie's shadow from afar, may as well exist for this matchup.

You do not want this man living after one knockdown. He has weak defense and below average hp, so once you do get in, he's paste. Grind combos, and good luck.

Justice

File:Sakurako Oomuro Justice Icon.png  Justice
(Hard)
how it feels to play vs justice

It's hard to get in, but Justice plays similar rules to you, so it's not as insurmountable as you'd initially think.

  • Justice is just as immobile as you are, complete with being forced to use a command dash to close distance quickly. You can get away with Slide Head if she isn't in range for a jump-in/doesn't have meter for supers.
  • She has just as much range as you do on your buttons, if not more, except a lot of her normals and specials are multi-hitters that will stop you from using Hammerfall.
  • Flick every single nuke she fires at you that isn't K Nuke. You can guessflick the K Nuke explosion if you're cocky.
    • Look to trade with K nuke with f.S. If you can't, air IB is also a decent option.
  • Playing footsies in this matchup is the key to survival. Both of you have great buttons against each other, your 6P in particular prevents her from just wanting to jump at you all day and your other ground buttons make her reconsider other options.
    • Unfortunately, her 6P is a 10f overhead on you, and f.S blows up Hammerfall, so you need to play patient.
  • Justice's only real option on the defense against you is her backdash, which while good, can still be automatically beaten by a safejump into 5K.

Every hit you take will likely result in you being sent flying to the other side of the screen.
Justice carries a slight advantage in this matchup, but you compete very well with her despite being a grappler. Think of her as being like a Potemkin that traded the grab for nukes, she even has your same throw range and most Justice players tend to use that as a reversal more than their DP.

Ky

File:Sakurako Oomuro Ky Kiske Icon.png  Ky Kiske
(Easy)
France has nothing over Zeppian might

Ky Kiske could be described as basic, white bread, vanilla (despite his choice in marriage), and plain. That about summarizes this matchup too.

  • Flick his projectiles, Charged Stun Edge can be flicked as well.
  • While his pokes are really good, yours still outrange him.
  • Greed Sever will hit you faster, but you have one of the best and most damaging ways to punish it.
  • Vapor Thrust only hits once, frequently losing to Hammerfall.

Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Weirdly, you beat the shoto in pretty much every field here.

Slayer

File:Sakurako Oomuro Slayer Icon.png  Slayer
(Easy)
Slayer is going to come to you and get himself bustered

Boxer character with few throw invuln moves, and is woefully outranged in neutral.

  • Potemkin Buster can interrupt a ton of his strings, and even catch Dandy Step. It's a massive hurdle for him.
    • IB Buster makes Slayer's life even harder as his safer mixups are now very punishable.
    • Slayer lacks multi-hitting moves and gatlings, making it very hard for him to contest Hammerfall. ALWAYS FRC IT, if it's blocked Slayer will punish into BIG damage.

He conversely is still as slippery as ever, but your toolset stops him from really doing a lot once he gets away from you. Slayer takes many risks trying to get in on you, so the situation is more skewed than you'd initially think. Keep in mind, Slayer can still mop the floor with you should you be playing crappy, it's what he's truly good at after all.

Sol

File:Sakurako Oomuro Sol Badguy Icon.png  Sol Badguy
(Average)
Both of you are trying to grab each other, but you have better range and a better grab.

It's Sol Badguy. This is a relatively simple matchup, with you two sharing similar gameplans on the surface level.

  • Potemkin Buster is throw invuln. Wild Throw attempts can be beaten just by bustering him.
  • IB is amazingly useful against any of Sol's gimmick pressure options, like the Bandit attacks. IBing a Bandit Bringer is a guaranteed buster punish.
    • Don't be mislead into playing crazy because of this, Sol deals a ton of damage to you as well.
  • The truly hard part is Sol's defensive game. Grand Viper and Volcanic Viper will blow through Hammerfall, and can make Sol very slippery.

Sol sports better mobility and his own set of close-range god buttons, but can ironically find it difficult to get in on you thanks to your own buttons. Flicking Gunflame can be tricky, but you're always going to want to do it when possible. Don't get cocky with busters, as he can punish you harshly on the wrong move. Overall, there's not many tricks to this matchup on either end. Do your typical Pot stuff, IB and safejump his DP, so on.

Testament

File:Sakurako Oomuro Testament Icon.png  Testament
(Struggle)
Obviously, Mr. Top 1 is agonizing.
GGACR Testament 236D PotMatchup.png
  • 236D is a massive pain, and will curse you even if you flick it. Flicking it is still advised. Look to flick the crow's attacks if Testament lets you do it for free. See image.
  • Has extremely long combos against you building tons of meter, including a practical and easy infinite.
  • Master of Puppets is near checkmate level hard if you let him get one combo off.
  • Look to jump or hard read and flick neutral Beasts. And be able to backdash Beast oki; Testament then has to delay Beasts to catch it, which you can then jump/flick.
  • Testament's reversal is +9 on block. If you are expecting him to do it, you can buster as the active only comes 5 frames after start up. If you are not in range, flick.
  • It is possible to Buster/BD certain gaps in Testament pressure if you IB, especially if you are expecting a 6P. However, beware that his pressure becomes gapless with Beast FRC.
  • Just read Testament's page. You'll get the gist pretty fast.

Flick, J.P, and air IB can disarm his nests, fortunately, but there's not much real counterplay. That means you don't need to lab anything crazy yourself, but it also means you don't have any secret special techniques to stop him with.

Venom

File:Sakurako Oomuro Venom Icon.png  Venom
(Average)
All Hail Flick!

"Just flick Venom."

  • Both of you have fantastic buttons in neutral that compete with each other just fine, he's better than you at the mid-range and you're better than him at the long range.
  • Flick destroys his zoning efforts. And his pressure. And his entire character. This is the matchup maker.
    • A smart Venom will attempt to vary his timings and feint shots, so keep in mind there may be times where it's better to just block.
  • Faultless Defense makes it extremely tricky for Venom to reinforce a proper threat, combined with how much meter you can build through basic actions, you can afford to keep him off of you.
  • Venom will likely find himself airborne a lot, so acquaint yourself with 6P.
  • Venom NEEDS meter and generally does terrible damage and has limited pressure without it. Getting an early lead and starving him nearly guarantees you the round.

Venom wants to jump and wants to get balls out, because his life depends on it. Many will be afraid of going in for their usual vortex because the reward for a 90 damage combo isn't worth the risk of getting IB bustered. If you can put him on the defensive he has a lot less to do, so if you watch out for the Dead Angle it's free from there.

Zappa

File:Sakurako Oomuro Zappa Icon.png  Zappa
(Struggle)
this character is why hatemail exists
Naked/In General
  • Zappa has an incredible backdash that he'll likely use a lot to try and avoid you.
  • Low profile dash can circumvent your longer ranged normals. Between this and backdash, he will be hard to catch.
  • Naked Zappa has a free reversal in 236P. It is, however, slower than the average DP and leaves Zappa in a predictable, grounded situation. If he doesn't have meter, this is a free punish.

It's not quite Bridget at match start, but it can get worse if the Zappa knows what he's doing. Kill him as fast as you can. Otherwise this is just the same as your average Potemkin matchup except very very hard; slowly walk forward, be patient, get a knockdown and run your vortex

Triplets
  • Low profile, starring long-reaching normals
  • Flick the ghost ball whenever you see it, otherwise treat this about the same as above

Very annoying and will whittle you down steadily, but compared to his other ghosts, they're far from unmanageable.

Dog
  • You're going to get sandwiched between Dog and eat a lot of pressure.
  • Most of Dog's grounded pressure options are air unblockable, but the followups are not.
  • Will tank a hit for Zappa. Pressuring him with normals is inadvisable.
  • An absolute war crime. Your only reprieve is insulting the Zappa player.

Dog is Zappa's most powerful summon. Should Dog appear, you have a timeframe to knockdown Zappa, grab him, or pray that you are somehow able to stop him from sandwiching Dog between you and him. If this happens, you will be put in a mixup city that whittles down your high health pool way faster than you'd want. As Zappa will be staying close to you, there's the off-chance you can Slashback or Buster him, but these are extreme risks that will be punished heavily.

Sword
  • You're damn near helpless against Sword due to your 5f jump startup and slow movement. Hope he doesn't get it.
  • IB and jump a lot here too, FD his specials. Taking a hit and airteching forward is seriously one of your best options here for closing distance.
  • Slide Head's upper body invuln can save you, and getting the knockdown means Zappa loses his ghost.

If he gets Sword, cry. While Dog may be better than Sword, Potemkin has a much harder time dealing with a threat from fullscreen that Sword provides than other characters do. If you beat a Sword Zappa, he is legally obligated to uninstall the game.

Raoh
  • Laugh.
  • He will likely attempt to unsummon Raoh as fast as he can. DO NOT GET GREEDY, as if he sees you rapidly approaching he may just use Raoh DP and ruin your weekend.
  • Raoh has long normals and good tools, so he can still put up a decent fight.

Your big break! Ironically, this is Zappa's worst summon. It's certainly not incredibly easy as Raoh's huge range combined with Zappa's amazing mobility can still give you great difficulty, but it's no where near as bad as Dog or Sword beyond the DP.

BBTAG Stuff

Heart is a dumbass and I love her, just wish the game had Weiss who's my actual main in arcana heart