Correction: Kara Garuda is quarter circle back, forward. Not half circle back, forward. If you were to input it like that with 50% meter you’d get Kara Giganter. Other than that, good video.
I don't know why I can't do kara garuda. I can do kara buster, kara back megafist, but can't do kara garuda for some reason. I have a hitbox with sanwa buttons, I heard someone in reddit that also had the same problem with the same setting, I think it may be a specific timing problem with those buttons?
@@gabrielst527 hmm. I use a Victrix with Sanwa buttons and I can do the input fine. Can’t speak for your motion inputs though so your buttons could have something to do with it. It’s kinda tricky to get down. At least for me it was. But with enough time and practice you’ll find the groove for it.
You know that everything in mission mode is surface level right ? Hell one of the "mission" in the last level is just to 6P pot's f.s and another is to throw clash lol
Kara Potbuster is definitely essential to using Pot at a high level, or even intermediate. It increases his offensive potential by a ton. After that, kara garuda and kara heat knuckle are probably the most important. Kara back megafist is also a huge part of his optimal combos and something you want to eventually utilise. Doing it midcombo has it's own quirks you'll need to wrangle with. But when you're just starting out, you don't need to learn karas right away. I recommend just practicing them for a few minutes every time you boot up the game. Over time you'll get better and more consistent and be able to implement them into your gameplay.
@@porgis7584 Kara wt isn't really used since most Kara 623 inputs are buffered out of other moves. Something like c.s 6s 623H done fast enough will Kara HVV
@@PakuTheMagnificent ah, so sols use the buffer method for kara more often ig it kinda plays out better since you could theoretically do something like 2k 6s 623k for tick throw setups
The technique that's generally easier for those is actually different than the traditional Kara input. Most people find it easier to do buffer Kara QCBs where the buffer 6K during hitstop and then do 214P after that. Time it right, and 6K-214P gets you kBMF for your loops. The difference is significant on "messier" input devices like pads.
@@chungusumungus4004 you gotta wait for 1 or 2 frames after hitstop to input it, or else it wouldn't register. The timing is tight, but doable with practice.
@@chungusumungus4004 Oh nice tip, I found that kara megafist is not very reliable at all (saw tournaments being lost by the potemkin player on semi final just cause he tried to make kara back mega fist to get more damage) So would be nice to practice if it does makes it reliable
The window between pressing K and the normal button for any move is 2 frames so you will be adding 1 or 2 extra frames to any special move’s startup by kara canceling.
I guess it depends on if you're playing on pad vs stick and your button config, but Kara buster was actually one of the easier ones to learn for me. Kara Garuda and Kara Flick are the ones that give me problems
It's harder regardless of your button configuration simply by virtue of needing to get more inputs in the same amount of time. Your window between last direction and button doesn't get larger just because you're kara canceling, and for moves that don't end in 6 you have to fit 6k in there instead of just k.
good run against punk and bean today! i took time to learn pot after watching snake eyez, i'm already semi consistent with these but it's good to hear you talk about it.
You didn't mention kara megafist back which is used in advanced combos and kara hammerfall which some people say is probably the hardest. Kara hf is used to get a better oki after pb.
Nah, kbmf is easily the hardest to actually apply imo. kHF oki after buster gets easier as you approach the corner, kbmf input is always fairly difficult due to the fairly clunky input and tight usage in combos, while kHF has a super easy input
@@chemicalexposure8537 It's strong in neutral as way to high profile stuff while not risking the - frames fmf gives and not losing the screen space regular bmf loses. Also very important for extra damage in combos
@@chemicalexposure8537 I think in neutral KBMF is pretty easy to do. k>KBMF and s>KBMF have their own specific timings to them that's why they are pretty clunky. I myself can't do a consistent midscreen to corner wallbreak with k>KBMF on a CH 5H>HF FRRC, only like 5-10% of the time. there's a timing to the k>KBMF that I don't get where the opponent doesn't fly too far
I really wish I was better at this tech... this is probably one of the execution things keeping me from staying in celestial. I was practicing this a while back and just couldn't do it consistently. maybe I just gotta grind harder. I'm really bad at execution stuff which is why I picked Pot initially cause I didn't think he'd be someone I'd have to learn really big combos with. but then I found out about the kara stuff. I feel like I'm only playing half potential now since I can't quite nail the kara stuff.
Kara Buster was the easiest one to learn for me. Pretty much any input that ended the motion on a 6 was easy since motion inputs are the part I struggle[d] with as an FGC noob. Kara Forward megafist easy enough too. DP inputs in general I'm terrible at so Kara DP was the 2nd hardest after KBMF outside of combos
I've been trying to get this technique down since the game came out. For whatever reason I can't seem to get these inputs consistently. Any tips would be much appreciated.
honestly it's just a matter of keeping inputs semi-clean kara window's like 2 frames max so just keep grinding out the input until you can consistently do it in neutral
Go into training mode and turn on inputs, and practice trying to roll the inputs (basically, you're rolling your fingers to hit both buttons, one slightly before the other) and watch your inputs. If you see the two buttons on the same line you're doing it wrong, you wanna see them one right after the other. It helped me visualize it anyway because the principle of kara inputs and plinking is the same lol Edit: I meant you wanna see the button you're doing the kara with first and then together lol sorry
Kara cancelling as pot is a 2 frame window. If you miss that window by plinking too late, you get 6k. If you press the buttons at the same time, you get a normal special The input history in training for kara buster should look like: 6PK 6K 4 1 etc Replace P with whatever other special move button you're using If you get don't get the separate 6k in the input history, you pressed the buttons at the same time (too soon). If you do, but you get 6k, you pressed the special move button too late Hope this helps!
I love playing millia, and her match-ups are fun, i have greatly improved at fighting against Nago and May, Leo is hard but i understand why im loosing, Vs. Potemkin thou, i just can't win st all, sure im scared of his Grab, but how do you fight him? I could take him to the jumgle gym and try to keep it air born and mix up, but as soon as i make 1 mistake, half my life is gone...so i have to beat him winning 10 neutrals to his 2....and i never beat pot ever.
Out of curiosity could you do this with millia 6k? Before mirazh buff I was thinking of trying to do 236K to H but I couldn't really tell if I was doing it but I couldn't ever really do it with potemkin.
@@skiff3714 Well to be more specific, all non-special moves can technically be kara canceled. However, the kara cancel is only useful if the startup frames before the cancel do something useful. As far as I know only sol and potemkin have this. Couldn't find anything for Anji but maybe I didn't look hard enough.
You can't do a kara-cancel like this when started from a blockstring right? Like doing a kara-cancel in neutral is ok, but let's say I Gatling c.S into 6K then try to kara-cancel into back megafist... it cannot be done. Correct?
You can do kara anything from a blockstring, even on hit. But the timing is pretty strict. If you're really interested, watch FAB's gameplay and you'll see that Pot actually requires precise input execution for optimized plays. His most optimal combos consists of tons of c.S/5K > kara-bMF
@@ejeruksperes I guess I'll take your word for it. I just don't think I've ever seen it done, and I for sure have never been able to do it in a blockstring. Have had no problems doing it from a neutral state though, so thought I'd ask.
I really want to learn these japanese fighting games but i have no idea what all this terminology means. What is 623? What is Kara? What is 5h and 6k? I dont understand
It's numpad notation, look at your keyboard numpad. 5 = neutral, 8 = up, 2 = down etc. Buttons are Punch, kick, slash, heavy slash and Dust, so P, K, S, H, D. So then, 5p = standing punch, 2s = crouching slash etc. We use it so we can share info internationally easily.
im surprised that LK says that pot buster is the hardest kara cancel. little ol' pad players like me cant press S and K at the sime time brooooo, unless you play claw, so slide head kara cancel would be the hardest for me
Kara PB is the easiest imo. Even ignoring button layout, it has the leniest timing cuz it naturally ends on 6 anyway. Any special that doesn't end in 6 is much stricter on the timing.
@@someguymalleth yeah you are right about that, but kara forward mega fist is the easiest no cap, like there's no way you can say pt is easier cuz it also ends on 6 hahaha
Everyone can Kara cancel (it's a result of input leniency in older games that was kept because it's cool), but Pot and Sol are the only ones where it's particularly useful afaik.
He says, after saying kara is "optional" for Potemkin and that he's for children, while also giving viewers the wrong inputs. Your videos about Strive are often just complaints dressed up to look like analysis.
Kara is great in terms of the options it opens up; but is garbage in terms of the execution requirements. Hopefully devs make it more accessible. This could have been handled as different versions of the move(s) with their own unique properties. Execution barriers are not core to fighting games and is utilized by the developers as a lazy way to balance their game, but the FGC loves to pretend that execution is an important part to the genre and that without execution barriers their game is dead. How wrong they are is beyond me. This is my "I don't care if my statement triggered you" insurance. :P
Correction: Kara Garuda is quarter circle back, forward. Not half circle back, forward. If you were to input it like that with 50% meter you’d get Kara Giganter. Other than that, good video.
This entire time I've been inputting it as half circle back.... 🤦🏾♂️
@@LordKnightfgc mistakes happen lmao.
I don't know why I can't do kara garuda. I can do kara buster, kara back megafist, but can't do kara garuda for some reason.
I have a hitbox with sanwa buttons, I heard someone in reddit that also had the same problem with the same setting, I think it may be a specific timing problem with those buttons?
@@gabrielst527 hmm. I use a Victrix with Sanwa buttons and I can do the input fine. Can’t speak for your motion inputs though so your buttons could have something to do with it. It’s kinda tricky to get down. At least for me it was. But with enough time and practice you’ll find the groove for it.
@@babafgc3795 yeah with arcade stick i could do it, the thing is with hitbox.
"Pretty easy to do in this game" ... "It's in the Hell area" Oh I see.
Lol
You know that everything in mission mode is surface level right ?
Hell one of the "mission" in the last level is just to 6P pot's f.s and another is to throw clash lol
lol
Mission mode in this game is baby
@@timschrader1203the people that don’t know Kara are on the level
Kara Potbuster is definitely essential to using Pot at a high level, or even intermediate. It increases his offensive potential by a ton. After that, kara garuda and kara heat knuckle are probably the most important. Kara back megafist is also a huge part of his optimal combos and something you want to eventually utilise. Doing it midcombo has it's own quirks you'll need to wrangle with.
But when you're just starting out, you don't need to learn karas right away. I recommend just practicing them for a few minutes every time you boot up the game. Over time you'll get better and more consistent and be able to implement them into your gameplay.
Yeah. LK saying kara is optional is like saying blood management is optional for Nago. So much of Pot's stuff is locked behind consistent kara.
2:57
Doing DPs using 6236 has saved my life more than once
The only downside is it doesn’t work well with characters like sol kara 623H bc he has a 623S 😭
if you really hate potemkin you can also practice karas on sol with gunflame, fafnir, wild throw and bandit revolver
kara wild throw and VV are super cursed
you gotta do 6326S~3K
@@porgis7584 Kara wt isn't really used since most Kara 623 inputs are buffered out of other moves. Something like c.s 6s 623H done fast enough will Kara HVV
@@PakuTheMagnificent ah, so sols use the buffer method for kara more often
ig it kinda plays out better since you could theoretically do something like 2k 6s 623k for tick throw setups
you can also do kara back megafist and it’s actually mad important for big damage
It is mad important, but you can still do pretty good with Potemkin without it.
The technique that's generally easier for those is actually different than the traditional Kara input. Most people find it easier to do buffer Kara QCBs where the buffer 6K during hitstop and then do 214P after that. Time it right, and 6K-214P gets you kBMF for your loops. The difference is significant on "messier" input devices like pads.
@@chungusumungus4004 you gotta wait for 1 or 2 frames after hitstop to input it, or else it wouldn't register. The timing is tight, but doable with practice.
@@chungusumungus4004 Oh nice tip, I found that kara megafist is not very reliable at all (saw tournaments being lost by the potemkin player on semi final just cause he tried to make kara back mega fist to get more damage) So would be nice to practice if it does makes it reliable
The window between pressing K and the normal button for any move is 2 frames so you will be adding 1 or 2 extra frames to any special move’s startup by kara canceling.
This guy named Kara is sick!
We need to cancel him
Rest in Peace Kara Cancels 😢
Haha, even without seeing the thumbnail, I knew he was going to talk about kara cancels
I guess it depends on if you're playing on pad vs stick and your button config, but Kara buster was actually one of the easier ones to learn for me. Kara Garuda and Kara Flick are the ones that give me problems
It's harder regardless of your button configuration simply by virtue of needing to get more inputs in the same amount of time. Your window between last direction and button doesn't get larger just because you're kara canceling, and for moves that don't end in 6 you have to fit 6k in there instead of just k.
Rip.
its over
good run against punk and bean today! i took time to learn pot after watching snake eyez, i'm already semi consistent with these but it's good to hear you talk about it.
Great video as usual. I like the point about coming back to the tutorial as you progress in the game. I am going back to it now.
Switch to Pot main, join the dark side.
Solid video btw.
Anyone remember when Ruby could "kara cancel" buzzsaw into super
You didn't mention kara megafist back which is used in advanced combos and kara hammerfall which some people say is probably the hardest. Kara hf is used to get a better oki after pb.
Nah, kbmf is easily the hardest to actually apply imo. kHF oki after buster gets easier as you approach the corner, kbmf input is always fairly difficult due to the fairly clunky input and tight usage in combos, while kHF has a super easy input
@@chemicalexposure8537 It's strong in neutral as way to high profile stuff while not risking the - frames fmf gives and not losing the screen space regular bmf loses. Also very important for extra damage in combos
@@chemicalexposure8537 you're probably right, I was just retelling what my friends were saying and I personally never trained Potemkin to a good level
@@snowymountain06 it's from Yuureitou
@@chemicalexposure8537 I think in neutral KBMF is pretty easy to do. k>KBMF and s>KBMF have their own specific timings to them that's why they are pretty clunky. I myself can't do a consistent midscreen to corner wallbreak with k>KBMF on a CH 5H>HF FRRC, only like 5-10% of the time. there's a timing to the k>KBMF that I don't get where the opponent doesn't fly too far
This aged well
Really helpful video thank you! I tried doing this in missions but didn’t really know how to do it
I did this first try and realized that I was a grappler player in a past life and that terrifies me
I really wish I was better at this tech... this is probably one of the execution things keeping me from staying in celestial. I was practicing this a while back and just couldn't do it consistently. maybe I just gotta grind harder. I'm really bad at execution stuff which is why I picked Pot initially cause I didn't think he'd be someone I'd have to learn really big combos with. but then I found out about the kara stuff. I feel like I'm only playing half potential now since I can't quite nail the kara stuff.
Just take it a little at a time and get some good paint, you got this! :)
I've gotten multiple times into celestial and I've used Kara stuff so little that I can count in one hand. Just keep at it. I'm sure you'll make it.
GGST Mission Mode HYPE 🙌🙌🙌
Not sure how late I am but new outro goes hard
Wow I knew about kara buster but had no idea you could kara everything else too. I need to try this out.
kara buster is REALLY good for punishing things that are -10ish but are out of range for regular buster, y'all best be learnin
This made me remember that Millia uses a kara h disc in Xrd, it didn't seem to be useful on Strive so I abadoned that idea.
Victory shall be mine now
Thanks RUclips for tearing a hole into my soul ;_; Arcsys ruined everything.
Well the tittle caught my attention
BEST VIDEO🔥🔥🔥🔥
Garuda and KMFB actually feel way harder then Kara pot buster
So boost grab in melee is actually just a Kara grab... interesting
When you can Kara pot buster consistently... but can’t Kara Garuda
Kara Buster was the easiest one to learn for me. Pretty much any input that ended the motion on a 6 was easy since motion inputs are the part I struggle[d] with as an FGC noob.
Kara Forward megafist easy enough too. DP inputs in general I'm terrible at so Kara DP was the 2nd hardest after KBMF outside of combos
Why all potemkins moves look so damn goofy
Cause He’s a goofy fella :)
Idk i think he looks cool and i don't play him
Meanwhile, Gio got dash momentum
I've been trying to get this technique down since the game came out. For whatever reason I can't seem to get these inputs consistently.
Any tips would be much appreciated.
honestly it's just a matter of keeping inputs semi-clean
kara window's like 2 frames max so just keep grinding out the input until you can consistently do it in neutral
Go into training mode and turn on inputs, and practice trying to roll the inputs (basically, you're rolling your fingers to hit both buttons, one slightly before the other) and watch your inputs. If you see the two buttons on the same line you're doing it wrong, you wanna see them one right after the other. It helped me visualize it anyway because the principle of kara inputs and plinking is the same lol
Edit: I meant you wanna see the button you're doing the kara with first and then together lol sorry
Kara cancelling as pot is a 2 frame window. If you miss that window by plinking too late, you get 6k. If you press the buttons at the same time, you get a normal special
The input history in training for kara buster should look like:
6PK
6K
4
1 etc
Replace P with whatever other special move button you're using
If you get don't get the separate 6k in the input history, you pressed the buttons at the same time (too soon). If you do, but you get 6k, you pressed the special move button too late
Hope this helps!
could you do a video on how to counter Potemkin. Having a tough time handling the matchup...
The most technical character in the entire game.
Did this man really help pot players. Choose a side Lk.
I still can't do these consistently. Not sure if I ought to just grind it for hours in the lab or just try it in matches
Change your controller inputs. It worked out for me if you're using a controller.
I love playing millia, and her match-ups are fun, i have greatly improved at fighting against Nago and May, Leo is hard but i understand why im loosing, Vs. Potemkin thou, i just can't win st all, sure im scared of his Grab, but how do you fight him? I could take him to the jumgle gym and try to keep it air born and mix up, but as soon as i make 1 mistake, half my life is gone...so i have to beat him winning 10 neutrals to his 2....and i never beat pot ever.
Out of curiosity could you do this with millia 6k? Before mirazh buff I was thinking of trying to do 236K to H but I couldn't really tell if I was doing it but I couldn't ever really do it with potemkin.
Millia's 6K can not be Kara'd. Currently in guilty gear only Sol (6S) and Potemkin (6K) can do Kara cancels.
@@BooTea16 I thought anji could do it too with his 6H
@@skiff3714 Well to be more specific, all non-special moves can technically be kara canceled. However, the kara cancel is only useful if the startup frames before the cancel do something useful.
As far as I know only sol and potemkin have this. Couldn't find anything for Anji but maybe I didn't look hard enough.
You can't do a kara-cancel like this when started from a blockstring right? Like doing a kara-cancel in neutral is ok, but let's say I Gatling c.S into 6K then try to kara-cancel into back megafist... it cannot be done. Correct?
You can do kara anything from a blockstring, even on hit. But the timing is pretty strict. If you're really interested, watch FAB's gameplay and you'll see that Pot actually requires precise input execution for optimized plays. His most optimal combos consists of tons of c.S/5K > kara-bMF
@@ejeruksperes I guess I'll take your word for it. I just don't think I've ever seen it done, and I for sure have never been able to do it in a blockstring. Have had no problems doing it from a neutral state though, so thought I'd ask.
I really want to learn these japanese fighting games but i have no idea what all this terminology means. What is 623? What is Kara? What is 5h and 6k? I dont understand
It's numpad notation, look at your keyboard numpad. 5 = neutral, 8 = up, 2 = down etc. Buttons are Punch, kick, slash, heavy slash and Dust, so P, K, S, H, D. So then, 5p = standing punch, 2s = crouching slash etc.
We use it so we can share info internationally easily.
Yeah, kudos to that mission mode. It does really do a good job of introducing new concepts and system mechanics like karas to new players.
Doing kara isn't that easy, I literally had to mess the imputs of my controller to even be able to do kara cancela consistentlly 😫
im surprised that LK says that pot buster is the hardest kara cancel. little ol' pad players like me cant press S and K at the sime time brooooo, unless you play claw, so slide head kara cancel would be the hardest for me
Kara PB is the easiest imo. Even ignoring button layout, it has the leniest timing cuz it naturally ends on 6 anyway. Any special that doesn't end in 6 is much stricter on the timing.
@@someguymalleth yeah you are right about that, but kara forward mega fist is the easiest no cap, like there's no way you can say pt is easier cuz it also ends on 6 hahaha
@@sebastiaosilva4689 True lol I kinda forgot about it
Is it only pot who can kara cancel?
No, Sol has Kara cancel with his 6S
Everyone can Kara cancel (it's a result of input leniency in older games that was kept because it's cool), but Pot and Sol are the only ones where it's particularly useful afaik.
@@chungusumungus4004 IIRC when you FD you're technically kara-ing into FD if you don't input both face buttons frame perfectly
Anji and Sol both have Kara cancels.
He says, after saying kara is "optional" for Potemkin and that he's for children, while also giving viewers the wrong inputs. Your videos about Strive are often just complaints dressed up to look like analysis.
Potemkin has a lot of cool tech in this game but his base kit is so strong you don’t really need it. He’s a funny character.
Kara is great in terms of the options it opens up; but is garbage in terms of the execution requirements. Hopefully devs make it more accessible. This could have been handled as different versions of the move(s) with their own unique properties.
Execution barriers are not core to fighting games and is utilized by the developers as a lazy way to balance their game, but the FGC loves to pretend that execution is an important part to the genre and that without execution barriers their game is dead. How wrong they are is beyond me. This is my "I don't care if my statement triggered you" insurance. :P
Execution is not only a core part of FGs, it's a core partof any genre of game that's played competitively.
Cope.
I've got an input shortcut for you, instead of 6 sentences next time just type "I don't understand mental stack."
@@mastemathedank4043 Not necessarily. Sure combos may be hard, but making it hard to even perform the attacks used in the combos is rediculous.
@@webbacon7106 put it this way: can you hit a perfect note in a rhythm game? Then you can kara. It's not ridiculous, you're just not used to it
Does Ky have practical uses for Kara?
Idk if Ky has any Kara inputs, but I would hope he could get something with Foudre Arc, it would be interesting at least