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A complete tutorial on Potemkin's kara cancels in Guilty Gear Strive.
Apparently, you need to be a KZbin Partner to add links in your videos so I just threw them in the description.
Big thanks to DSbro for the help on the video!
➽ TIME STAMPS:
0:00 → Intro
0:05 → Example uses for kara canceling
0:42 → How Potemkin's kara cancels work
1:00 → How to perform a kara cancel (in neutral)
1:25 → Intro to kara canceling in combos
1:50 → Hitstop explanation
2:35 → Two ways to perform kBMF
2:40 → Method #1
3:06 → Method #2
3:45 → Sample kBMF combo
4:00 → Practice tips!
➽ POTEMKIN DISCORD: / discord
➽ FIGHTING GAME TERMINOLOGY: glossary.infil...
➤ glossary.infil...
➤ glossary.infil...
➤ glossary.infil...
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6K~3214P PROS:
➤ Will either come out as MFB or 6K which isn't punishing in combos
➤ kBMF either fails to come out or comes out on the earliest possible frames
➤ Only requires "one" precise input
6K~3214P CONS:
➤ This kara input method requires separate practice from the neutral version
➤ Getting the earliest possible kara cancel is not always desirable
➤ Being forced to buffer 6K means this method is almost exclusively for combos
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2146K~P PROS:
➤ Virtually the same input as in neutral, requiring no extra learning
➤ Can come out virtually any frame after hitstop ends
➤ The motion can be fully buffered without committing to the kBMF, allowing for hitconfirms, option selects, etc.
2146K~P CONS:
➤ Can be misinput as a 6P which may be more punishing than 6K or BMF
➤ Prone to getting "late" kBMFs in combos
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Music: Marvel Vs Capcom 2 Music - Training Mode
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#fgc #guiltygear #ggst