Been a while huh? The number in the upper right of the video corresponds to the in game combo recipe you can use! Music- Quad Machine: Quake 2 Gauntlet: Megaman ZX Arranged OST Carry Out -X-: Metal Slug X #guiltygear #potemkin
Damn so you guys aren't the same guy. I fought you not long ago in Celestial. Thought I got to fight the guide maker pot (gmp). You did beat my anyway I have no idea how to fight Potemkin as Potemkin D:
After playing 300 hours of Potemkin I can say that they are all optimal depending on the situation. But yes, the combos that include kbmf are very difficult
Fun pot fact: If you are just barely to far from the wall to get a splat with one of these combos (especialy if they end on flick) 2D has a suprising amount of wall stick potential even if it hits otg and leads to HFBKG og just 6H if you wanna save on meter :)
As someone who just picked the game up and wants to learn pot, this is gonna be really nice. EDIT: just learned how to kara buster, this character has my fingers broken and my mind melted. I love it
After c.S 2H Garuda Impact, you can also immediately use Heat Tackle for oki. It's less plus than using Hammer fall break, but it makes your opponent think that you are not plus, while you actually have time to hit them with c.S. (Just a warning: not all aerial hits with Garuda will get you that timing, c.S 2H 214H is one of those that work.)
As someone who played pot since launch, I aint switching my combos(cept that corner flick combo that's kinda nasty" Im only here for potbusters. It was nice to see that good shit tho. The pacing of this guide is really good, it's bit after bit of useful info, no need to repeat as a smart man can go back 5 seconds and rewatch. Also you get 1000% points for having combo trials in the top right, however you made everything easy enough that I can just watch the video.
The middscreen CH 6H combo is such a good combo for newer pot players. It teaches so much about pot only problem is the skill floor on it. If new pots are willing to put the time in on that one i think they would get better at pot overall.
Idk why but whenever I do combo 189414 my opponent always splats BEFORE the hammer fall instead of after, so I've just been doing 6H twice instead to maximize damage. Is there a way to make sure the splat is after the hammerall instead of the first 6H? Am I not fast enough with using hammerfall?
This combo has a caveat that even the slightest bit of wall damage will cause 6H to WS instead of HF. You can do it within the combo itself by simply delaying 2H and/or FMF just enough for the wall damage tick over, since wall damage increases for every frame of hitstun the opponent is in. Its best to know how to charge HF after 6H anyways if they dont wall splat, but 99% of the time in a match you will wallsplat on 6H. 6H HFB 6H will work just fine.
Do you have any tips for getting your K~BMF and Garuda inputs down? I play on pad, and getting not being able to do the inputs is really holding me back
Slight meter gain over not using, very common after wall sticks. If you mean the 2H HFB loops with kBMF, they're tight and require the input for 5k to land.
I don't really know, because Pot's neutral didn't change all that much. If I did make a 3.0, it'd basically be the exact same thing but with WWA and HT.