in the name of megafisto, hammer fall and heavenly pot buster, may Frankentank be blessed with the power of kara cancel for his contributions to the Zepp Army
yooo that la mulana ost is nice tho i was trying so hard to remember where it was from, but as soon as i heard it it filled me with dread and fear for some primal reason, and now i remember why
I haven't even started watching beyond the first few seconds, but the moment I heard the La-Mulana music I knew it was very, very likely that someone with good taste and a keen mind is making this video!
this is so dope! i never thought this character could have so many sick combo routes! thank you mr. tank, i can't wait to terrorize my friends with these!!!
Yo to anyone new whos doing the dust combo, hold right while in the air doing the combo, idk why but pot is closer and landing that combo is alot easier
Think it's noteworthy to mention that you can actually combo out of Slide Head meterless, with 2D. Rather, as long as you're in 2D range, you can combo out of Slide Head. You send the opponent pretty far away by doing so, but this can help close out matches, push the opponent into the corner, and most importantly, rack up that mental damage from getting hit by a fullscreen low! There's some other applications for Slide Head in combos as well, but I haven't fully tested them: that being if you combo into Slide Head, you usually seem to get the full hard knockdown, which can allow you to close the gap with a HFB, effectively trading damage for slightly better oki.
it's a charge move, hold backward immediately after the previous move comes out. Hold back for a little while, then forward and button. As someone new to charge moves I am struggling to do it consistently too, so don't feel too bad about it when it isnt cooperating
something I found very useful when I was first learning charge moves is to hold 1 (down+back) so that it wouldn't be very obvious and at the same time it keeps you in place and makes a defensive stance (blocks low). also when chaining moves such as 6H into charge, the moment you press 6H immediately hold back, and then input forward +H just before or just as the 6H animation ends. just get a feel of it and eventually it will be muscle memory
Kara pot buster requires its own video, it's not something I can just explain in a combo vid. Besides, there's a ton of videos on kara pot buster already.
And PPP into Forward RC is a go to combo starter off of Pressure. as a Pot main Get used to starting with the PPP 2PPP or Close Slash when are pressuring you and you properly Block or read a slow move. if you don't get use to making them Respect your PPP they will run all over you and never respect your tools
@@Frankentank i would certainly watch that. There's a lot of lil stuff i keep messing up on my game plan + there is no other guides out there on The Boi.
Basically you input the 6H while the c.S is coming out and then immediately start holding back to charge the hammer fall. It's a bit tricky at first, but you'll get it with practice.
0:25 why not MegaFist after 2D it will hit and you can still do Garuda or FDB afterwards distance is bigger damage is guranteed and you still can PB after a block/hit Garuda since it has only advantages it would be more practical and there the other on obsolet.. right?
Hey, you combo 2k>6k>hammerfall at 1 minute, and I can't seem to get that to work, but I can get 6k>hammerfall, and the notation just says 6k>hammerfall. Is the 2k impossible in this version of the game, or am I just doing it wrong? If I am just doing it wrong, any tips?
As a new player why do you have numbers ? The combo at 0:53 is just the same button 2 times depending if you are close or not. What it 5h ? 6k hammerfall ????
glossary.infil.net/?t=Numpad%20Notation Basically the numbers correspond to the position of your stick relative to a number pad. 5 is neutral, 6 is forward, etc.
I don't know why people are calling it Kara now, it's a Roman Cancel dammit, yes it's the same thing but that's Guilty Gear version of the term (if you don't know actually what it is I'll leave you the description "Roman Cancel, shortened to RC, is a mechanic in the Guilty Gear series that allows a player to cancel the ending lag of their attack in order to extend combos, to apply pressure, or to make certain moves safe. They are signalled by a circle flash that comes for a split-second.)
@@yeyo1019 Not what a Kara is. glossary.infil.net/?t=Kara%20Cancel glossary.infil.net/?t=Kara%20Throw A Kara is cancelling a move's startup into another move as shown at 1:11 where Potemkin uses Garuda, then does 6K and cancels the startup with Potemkin Buster, allowing him to move slightly forward and land the grab where doing just the grab wouldn't reach. Specifically, he's doing the Potemkin Buster input, 632146 (Half-Circle Back, then press Forward), then pressing K while still holding forward to startup 6K (during which Potemkin moves forward slightly), and hitting P (while still holding forward) during that startup of 6K to finish the Potemkin Buster input, cancelling 6K into command grab and giving said command grab a bit more range.
@@espurrseyes42 huh, shouldn't it be just a regular old special move cancel? It's until very recently that I started to see the term kara being thrown around, may have saw it be used in street fighter 5 (a game I don't play) and not much else
@@yeyo1019 A regular cancel requires the first move to hit. Kara cancelled moves don't require the first one to hit. Did you play SF4 or 3rd Strike? Because those hand Karas. 3S in particular had Chun Li and her Kara Throws, which are mentioned in one of the Glossary entries I posted, and 4 had Kara Raging Demons.
Two tips that helped me out a lot 1. Make sure you hold 6 while pressing the buttons. If you're like me and go back to neutral, that'll cause that kara to mess up. 2. Tap the buttons in a sort of ta-tap rhythm. Make sure you aren't tapping too fast or the 6K won't come out.
In the context of strive it refers to cancelling your 6k directly into a special move move to retain the starting momentum of the 6k while doing the special move. The way you do it is by doing the special input, then 6k, then the button to activate the special. (ie kara garuda would be half circle back, 6k, hs.) It's most commonly used in order to increase the range of pot buster (kara buster can be done at round start) but can be used on any of his specials (including making back megafist go forwards)
glossary.infil.net/?t=Kara%20Cancel glossary.infil.net/?t=Kara%20Throw Long story short, you use a move, then do another move during the startup of first move. This is usually done by starting with a move that has your character inching forward during the startup, effectively giving the follow up you cancel into a bit more range. In the case of Potemkin here, you do the input for his command grab, 632146 (Half-Circle Back, then press Forward), press Kick/K while still holding forward to trigger 6K, then press Punch/P during the startup of K to complete the command grab input. 6K will move Potemkin forward slightly, giving the following Kara Cancelled command grab more range.
This is my first GG game and Potemkin is my choice, I don't understand a lot of what's happening in this video but damn does it look hype
in the name of megafisto, bless you for this vid
in the name of megafisto, hammer fall and heavenly pot buster, may Frankentank be blessed with the power of kara cancel for his contributions to the Zepp Army
Let us all 6P in prayer for our fellow paint eater who has graced us with this guide
@@rixaxeno7167 Praise Be brothers! 🙏 6P
This video is the proof that this is, indeed Potemkim's Society.
We all live in an Armor clad faith
Most helpful Potemkin vid on RUclips, like the ost selection aswell 👌
My sincere thanks to you tank, this shall aid us greatly in showing the world the power of pot
My favourite corner comob is: Potbuster > RC > 2HS > HeavenlyPotbuster.
2 command grabs in one combo make me happy
yooo that la mulana ost is nice tho
i was trying so hard to remember where it was from, but as soon as i heard it it filled me with dread and fear for some primal reason, and now i remember why
La-mulana go extra hard with these potbusters
very much appreciated, now my mashing will look intentional :)
I haven't even started watching beyond the first few seconds, but the moment I heard the La-Mulana music I knew it was very, very likely that someone with good taste and a keen mind is making this video!
The music you used just made everything better
Glad to have the tank on these pot combos, God bless.
This makes me wanna play potemkin AND replay La Mulana
this is so dope! i never thought this character could have so many sick combo routes! thank you mr. tank, i can't wait to terrorize my friends with these!!!
Love the La-Mulana music
I don't even have Strive and I enjoyed this, thank you Mr. Tank.
great video, btw 5Px2 into 623H is good for anti-air
His Potemkin is sensational! I will learn from this and eagerly await future guidance.
"If you hit the megafist deep"
Truly the megafisto manifesto
I salute you, fellow clown of fate. I will take these into my heaven gatekeeping plan.
Thanks for making this!
Yo to anyone new whos doing the dust combo, hold right while in the air doing the combo, idk why but pot is closer and landing that combo is alot easier
The streets needed this
Cant wait for combo maker! Beatifull work there Frank!
may the future's pot busters bring loads of holy to your moly
Can't wait to do this online. You are a beast my dude. Thanks!
Think it's noteworthy to mention that you can actually combo out of Slide Head meterless, with 2D. Rather, as long as you're in 2D range, you can combo out of Slide Head. You send the opponent pretty far away by doing so, but this can help close out matches, push the opponent into the corner, and most importantly, rack up that mental damage from getting hit by a fullscreen low!
There's some other applications for Slide Head in combos as well, but I haven't fully tested them: that being if you combo into Slide Head, you usually seem to get the full hard knockdown, which can allow you to close the gap with a HFB, effectively trading damage for slightly better oki.
Very helpful. Tossing a sub for more Potemkin!
I like the music too. I gotta figure out how to do these. It's tough for me for some reason.
This guy clapped sajam, he knows what's up
3:56 that one seems sick
awesome video, horosho
Great song choices dude
Great video for a Starter like me...now if only I can get those Hammer Fall's coming. Im too stupid to make them work on my controller Q_Q
it's a charge move, hold backward immediately after the previous move comes out. Hold back for a little while, then forward and button.
As someone new to charge moves I am struggling to do it consistently too, so don't feel too bad about it when it isnt cooperating
something I found very useful when I was first learning charge moves is to hold 1 (down+back) so that it wouldn't be very obvious and at the same time it keeps you in place and makes a defensive stance (blocks low). also when chaining moves such as 6H into charge, the moment you press 6H immediately hold back, and then input forward +H just before or just as the 6H animation ends. just get a feel of it and eventually it will be muscle memory
Thanks man these will be useful untill we get Gabriel then my life will be complete
This is awesome potemkin rocks ❗❗
Damn, this is really useful!
Pog combos
Yoooooooooo i love this vid ohh my god you got me to floor 10 with these combos fam but i have 1question ....
How do u get 6k to hammer fall
Excellent guide! I’ll be testing a lot of these out
Nice job man
I will turn this video into my bible
You're gonna get us nerfed, calm down.
nice
Please share some of your combos on GG strive recipe share.
Could you please add timestamps?
Great video btw! It's helped a lot!
There, timestamps added to the description.
@@Frankentank thanks a lot!
Has a combo turtorial vid which includes PPP. Doesn't explain what a kara pot buster is.
Kara pot buster requires its own video, it's not something I can just explain in a combo vid.
Besides, there's a ton of videos on kara pot buster already.
@@Frankentank Fair. I've just never heard of a kara pot buster before
@@Eidlones I suggest this video, very helpful
ruclips.net/video/3NPH8gbd8G4/видео.html
@@Frankentank Thanks, 'preciate it.
And PPP into Forward RC is a go to combo starter off of Pressure. as a Pot main Get used to starting with the PPP 2PPP or Close Slash when are pressuring you and you properly Block or read a slow move. if you don't get use to making them Respect your PPP they will run all over you and never respect your tools
Busy learning Pot, what is a kara Buster and how is it different from a OG Pot Buster?
Yo i love the video but white text on a white map was unwise
I want learn how FAB does his combos
A lot of those combos can’t wallsplat on round start because you start the round with no meter.
Oh no I'm not implying you can get those from the beginning of a round, I'm just saying you can get the wall break from a round start position.
Yo i've been watching your games since beta and I would like to know if you'll ever make a full guide on him?
I've been considering it, but I'm not sure about making it this early
@@Frankentank i would certainly watch that. There's a lot of lil stuff i keep messing up on my game plan + there is no other guides out there on The Boi.
Nice!
How do you keep charge for hammer fall while doing the 6HS?
Basically you input the 6H while the c.S is coming out and then immediately start holding back to charge the hammer fall.
It's a bit tricky at first, but you'll get it with practice.
@@Frankentank thanks
0:25 why not MegaFist after 2D it will hit and you can still do Garuda or FDB afterwards distance is bigger damage is guranteed and you still can PB after a block/hit Garuda
since it has only advantages it would be more practical and there the other on obsolet.. right?
Hitting them there will result in the opponent being able to tech and you'll lose a TON of advantage.
The garuda won't be guaranteed.
@@Frankentank Mhm does this woks to all floor bounce? Either get a little bit more damage or advantage?
Hey, you combo 2k>6k>hammerfall at 1 minute, and I can't seem to get that to work, but I can get 6k>hammerfall, and the notation just says 6k>hammerfall. Is the 2k impossible in this version of the game, or am I just doing it wrong? If I am just doing it wrong, any tips?
The 2K isn't actually comboing. I'm doing it so that I can buffer the 6K and have an easier time charging.
I haven't tried yet, but is it possible to extend wall splat combos by not breaking the wall and allowing them to escape then air grabbing?
Generally no, as they can just tech forward and soar out of the corner.
@@Frankentank I actually caught a guy holding back on wall tech in a match today. Heat knuckle will indeed work on wall tech. Probably air grab too.
As a new player why do you have numbers ? The combo at 0:53 is just the same button 2 times depending if you are close or not. What it 5h ?
6k hammerfall ????
glossary.infil.net/?t=Numpad%20Notation
Basically the numbers correspond to the position of your stick relative to a number pad. 5 is neutral, 6 is forward, etc.
@@Frankentank ah thank you
I dont know whats a kara xD thanks tho i'll try some of theese
I don't know why people are calling it Kara now, it's a Roman Cancel dammit, yes it's the same thing but that's Guilty Gear version of the term
(if you don't know actually what it is I'll leave you the description "Roman Cancel, shortened to RC, is a mechanic in the Guilty Gear series that allows a player to cancel the ending lag of their attack in order to extend combos, to apply pressure, or to make certain moves safe. They are signalled by a circle flash that comes for a split-second.)
@@yeyo1019
Not what a Kara is.
glossary.infil.net/?t=Kara%20Cancel
glossary.infil.net/?t=Kara%20Throw
A Kara is cancelling a move's startup into another move as shown at 1:11 where Potemkin uses Garuda, then does 6K and cancels the startup with Potemkin Buster, allowing him to move slightly forward and land the grab where doing just the grab wouldn't reach. Specifically, he's doing the Potemkin Buster input, 632146 (Half-Circle Back, then press Forward), then pressing K while still holding forward to startup 6K (during which Potemkin moves forward slightly), and hitting P (while still holding forward) during that startup of 6K to finish the Potemkin Buster input, cancelling 6K into command grab and giving said command grab a bit more range.
@@espurrseyes42 huh, shouldn't it be just a regular old special move cancel? It's until very recently that I started to see the term kara being thrown around, may have saw it be used in street fighter 5 (a game I don't play) and not much else
@@yeyo1019
A regular cancel requires the first move to hit. Kara cancelled moves don't require the first one to hit.
Did you play SF4 or 3rd Strike? Because those hand Karas. 3S in particular had Chun Li and her Kara Throws, which are mentioned in one of the Glossary entries I posted, and 4 had Kara Raging Demons.
any tips for kara grabing its
hard
Two tips that helped me out a lot
1. Make sure you hold 6 while pressing the buttons. If you're like me and go back to neutral, that'll cause that kara to mess up.
2. Tap the buttons in a sort of ta-tap rhythm. Make sure you aren't tapping too fast or the 6K won't come out.
What is a kara
In the context of strive it refers to cancelling your 6k directly into a special move move to retain the starting momentum of the 6k while doing the special move.
The way you do it is by doing the special input, then 6k, then the button to activate the special. (ie kara garuda would be half circle back, 6k, hs.)
It's most commonly used in order to increase the range of pot buster (kara buster can be done at round start) but can be used on any of his specials (including making back megafist go forwards)
glossary.infil.net/?t=Kara%20Cancel
glossary.infil.net/?t=Kara%20Throw
Long story short, you use a move, then do another move during the startup of first move. This is usually done by starting with a move that has your character inching forward during the startup, effectively giving the follow up you cancel into a bit more range.
In the case of Potemkin here, you do the input for his command grab, 632146 (Half-Circle Back, then press Forward), press Kick/K while still holding forward to trigger 6K, then press Punch/P during the startup of K to complete the command grab input. 6K will move Potemkin forward slightly, giving the following Kara Cancelled command grab more range.
What is HFB?
Hammerfall break
Pressing P during Hammerfall to stop early
@@Frankentank thanks