Thanks for the refresh. I'm coming back to Strive slowly after some time away broadening my horizons with other games and this will help get me up to speed.
Very solid guide, and while this is of course a general guide, I'd like to add a few notes for the may mu specifically. Never, ever cancel a normal into instant hammerfall break if may has meter, you have now advertised that you have almost 30 recovery frames 1 hit of armor and aren't canceling into megafist, so you are going to eat dolphin rrc for 60% of your health. Just take being minus 4-11 and run the stagger options. You can do brake kara giganter to trap this, but timing it early enough to not get hit and late enough that they actually had long enough to react and get hit out of startup is both risky and expensive HPB is a good hard read if may is close to the ground or meterless, but if May doesn't get hit on the superflash frame you are in for a whale of a surprise. (Daisuke bless Orca being air ok and having 21 frames of sweet, sweet full invuln) Also 2s isn't a great poke against may until like layer 6 but the other 3 are really solid to start with. Sincerely, your local --perfectly sane-- friendly may player who has put a little too much time in the potemkin mu Also you said kbmf doesn't retreat as much as bmf, which while technically correct, it doesn't retreat at all, it just moves forward a little.
guide on some anti air/zoning mind game tutorial would be nice like crouching to avoid high air normal the opponent use to counter bmf and punish the landing with PB or slidehead or something like empty jump PB / JD to punish 5P or opponent who try to jump / double jump
Would have been nice to get a bit of clarity on the 2S/2D/fS/5H into HFB being 'relatively' safe. Not super in depth, but some examples of where the line of relative safety is. (Eg: pot is relatively safe. He can be tapped by some chars with x range/show example) Anyway, solid vid as always. 👌🏾
f.s is a better anti air, being 2 frames faster is a very big deal, its also 4 frames more active, varying your offense strengthens the mental stack the moves definitely have their own use just try and find them in your gameplan
I’m trying to get into strive cause some non fgc friends picked it up and are enjoying it and I’m getting my ass kicked cause I’m so not used to hyperfighters it’s a huge change for me. Anyways time to always pick rock and eat glue
@@Frankentank I’m trying to learn the slide head tech. I’ve been playing pot since day one. I’m looking to do more of the advanced things that pot has.
You only mentioned the range of kara fmf, but isn't the advantage the same as kara back? As far as I've been able to tell, kara mf has the same properties whether forward or back
kFMF is still negative on hit and block like the regular FMF so it's still flawed without meter. kBMF at least is somewhat plus on regular hit so you can enforce your turn afterwards, making it a situationally effective round start option.
Basically while you're in the middle of HF you do the motion for the super and press P+(Button) at the same time The HFB will immediately turn into the super.
Babe wake up, new frankentank guide.
You can be great, but you can never be greater than one who teaches others to be good
Always good to see the basics, thanks as always Mr. Tank
thank you papafrank i will try and fail most of this on my clips and streams now for all to see
Dear Frankentank
We are blessed to receive this gourmet glue
Thank you
6P
I appreciate the Metroid music! Your videos are super helpful for me and have definitely helped me improve muh bustin'
Fantastic guide, as someone struggling to figure out what higher level Pots are up to.
Thanks for the refresh. I'm coming back to Strive slowly after some time away broadening my horizons with other games and this will help get me up to speed.
Very solid guide, and while this is of course a general guide, I'd like to add a few notes for the may mu specifically.
Never, ever cancel a normal into instant hammerfall break if may has meter, you have now advertised that you have almost 30 recovery frames 1 hit of armor and aren't canceling into megafist, so you are going to eat dolphin rrc for 60% of your health. Just take being minus 4-11 and run the stagger options. You can do brake kara giganter to trap this, but timing it early enough to not get hit and late enough that they actually had long enough to react and get hit out of startup is both risky and expensive
HPB is a good hard read if may is close to the ground or meterless, but if May doesn't get hit on the superflash frame you are in for a whale of a surprise. (Daisuke bless Orca being air ok and having 21 frames of sweet, sweet full invuln)
Also 2s isn't a great poke against may until like layer 6 but the other 3 are really solid to start with.
Sincerely, your local --perfectly sane-- friendly may player who has put a little too much time in the potemkin mu
Also you said kbmf doesn't retreat as much as bmf, which while technically correct, it doesn't retreat at all, it just moves forward a little.
Finally a very good and easy to understand guide. Love it ❤
I loved this guide, thanks man stay good!
Nice just as I get time to play again :D
I took a couple months break from Strive but this is still the best guide for season 2 Potemkin!
I want to play Potemkin… primarily because of Armor-clad Faith 😎 Easily my favourite, followed by Alone Infection and Out Of The Box
Woo!
Great video! Although the outro makes me wanna see Pot in the Samus Armor
Another thought, Pot in Zero Suit
aw fuck yes I've been wanting this for the last week or so
it even has tallon iv again
god's work man
Been waiting for this one since the start of season 2
🐐🐐🐐
now the problem i have here is posessing enough braincells to remember to do some of this shit in the first place
I like your funny words magic man!
guide on some anti air/zoning mind game tutorial would be nice
like crouching to avoid high air normal the opponent use to counter bmf and punish the landing with PB or slidehead
or something like empty jump PB / JD to punish 5P or opponent who try to jump / double jump
i hear prime sound track, i like
Lets gooooo
Metroid Prime music is a great choice.
solid basics are always important
You're doing God's work here buddy
I respect the Metroid music... 😎
You are beautiful for making this
Would have been nice to get a bit of clarity on the 2S/2D/fS/5H into HFB being 'relatively' safe. Not super in depth, but some examples of where the line of relative safety is.
(Eg: pot is relatively safe. He can be tapped by some chars with x range/show example)
Anyway, solid vid as always. 👌🏾
Pot is obvously wearing the Varia suit. THat's he's red.
based guide and based metroid prime ost
Fuck yeah ❤
Time to make my friends quit GGST again!
The New Testament finally dropped
what's the advantage of f.s over 2s ? sure it's 2 frames faster but is that it ? 2s has better reward on air hit and on counter hit.
f.s is a better anti air, being 2 frames faster is a very big deal, its also 4 frames more active, varying your offense strengthens the mental stack the moves definitely have their own use just try and find them in your gameplan
f.S hits much higher up, especially with the recent buff that added a hitbox on the tip of his fingers.
The last thing you want as an anti air is something that hits lower and is slower, reward be damned.
Nice 🐻
good vid, informative. what is kara?
Wisdom shared from one of the best Pots in strive , appreciate you DemonDan
shuld be more eazy with inputs to show ... to learn im thinking
Question:
What to do if the opponent is determined to just blocking giganter Kai?
I’m trying to get into strive cause some non fgc friends picked it up and are enjoying it and I’m getting my ass kicked cause I’m so not used to hyperfighters it’s a huge change for me. Anyways time to always pick rock and eat glue
What about a XRD guide?
i just hate having to do charge input
what do you do if they just block giganter? if they jump you can hpb, but idk what to do if my opponent is just crouch blocking the whole thing
Frankentank can we get a slide head tech guide also?
Not... really sure what you're asking for?
@@Frankentank I’m trying to learn the slide head tech. I’ve been playing pot since day one. I’m looking to do more of the advanced things that pot has.
@@rorschachdaog4376 Closest thing I can think of what you're looking for is this
ruclips.net/video/kyf829lBgsY/видео.html
@@Frankentank Yes!! That’s it!!
@@Frankentank Thanks bro. I really appreciate it!
break it down
The amount of Kara that pot needs to be decent makes him so much harder to play.
I mean, to be DECENT, Pot only needs Kara Buster and Kara Garuda. Everything else is more for a higher skill level.
@@Frankentank that's really good to know! I'll work on those two specifically :)
Thank you!
You only mentioned the range of kara fmf, but isn't the advantage the same as kara back? As far as I've been able to tell, kara mf has the same properties whether forward or back
kFMF is still negative on hit and block like the regular FMF so it's still flawed without meter. kBMF at least is somewhat plus on regular hit so you can enforce your turn afterwards, making it a situationally effective round start option.
kFMF is the exact same move as FMF, just going farther. kBMF is a completely different move with different frame advantage than BMF.
@@Frankentank Oh really? I thought I'd even seen the jf bounce effect on kara forward, I'll have to look more at it I guess
Question. Is it possible to be good or at least be decent with Pot without knowing how to do kara cancels?
No. You absolutely need kara buster and kara Garuda.
@@Frankentank I am struggling real hard to do kara cancels on keyboard. But anyway thx for the reply.
Question, how do you instant cancel HFB into a super?
Basically while you're in the middle of HF you do the motion for the super and press P+(Button) at the same time
The HFB will immediately turn into the super.
Too hard to look at the character movement and read at the same time.
let's gooooo