7 Must Know Potemkin Combos for Guilty Gear Strive - Patch 1.10
Potemkin really the best Grappler designed. But with great grappler damage comes great inputs. Ngl these are some of the hardest Combos I've had to do. He requires techniques like Plinking, kara cancel, and sometimes frame perfect inputs. Now ofc I've kept things practical, only really using one or two techniques at a time but if you want more than just this bnb go right ahead and build. This is a great starter guide but outside the basics he just has such a huge ceiling. Good Luck Potemkin mains, the practice will be worth it.
BGM - Guilty Gear Xrd -SIGN- OST Engage
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Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
~ = pressing the second input immediately after the first.
*Inputting Up (8), Down (2), Left (4), or Right (6) Twice before the Roman Cancel will move your character during the RC. We call this Roman Cancel Drifting. It'll be written as: 66RRC (This would be a Red RC drift Forward)
Combo Notation:
Midscreen Close Slash Combo
CS, 2S, 5HS, 632114S, [4]6HS, P
[4] = Hold Back breifly
- The amount of Oki you get depends on how close you are in the corner
- Only doesn't work at max ranges of CS/2S
Counter Hit JD combo
CH JD, 214P, 66PRC, CS, 2S, 5HS, 63214S, [4]6HS,P
- This combo has great corner carry so have a response ready for when they get up.
Midscreen Counter Hit Garuda Impact
214HS, 6K~214HS, 632146P, RRC, CS, 2HS, 236P, 6HS
- The trick to the Kara Garuda (6K~214HS), is input it like this 2146K~HS.
- Activate the Red RC as he lands. Any earlier or later and you will get Purple RC
- Walk into Close Slash range after the Red RC for consistentcy
Near Corner Counterhit 2S Combo
CH 2S, 236P, [1]HS, 6HS~P, 5K, 6K, 63214S, 6HS
- You Have to cancel the slide head immediately with P otherwise 5k won't come out in time. At first I didn't believe is was possible to cancel instantly but it is. Its key for a LOT of his advanced routes.
From Corner Counterhit 2S side switch
CH 2S, 6K~632146P, CS, 2HS, 623HS
- The trick to the Kara Pot Buster (6K~214HS), is input it like this 632146K~P
- Stagger states allow you combo into grab that why this is possible
In/Near Corner Counterhit 2D combo
CH 2D, 236P, 5K, 6K~214P, 5K, 6HS, 6HS
- The trick to the Kara MegaFist (6K~214P), is input it like this 2146K~P. This is by far the hardest kara cancel to do mid-combo (at least for me). Once you get it down though your damage will skyrocket in a lot of situations.
In/Near Corner Counterhit CS COmbo
CH CS, 2HS, 236P, 5K, 6K, 63214S, 6HS
- 5K, 6K, 63214S is a fine way to end combos in the corner too! End corner combos early with it to not wall break and make your opponents guess strike/throw instead. 👍🏾
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The Guilty Gear Strive Patch 1.10 changes altered a lot of routes but kept a lot of things the same so think of this as a addition to 5 Must know Combos more than anything. As I uncover more Changes in the October Patch I'll be sure to include more combos for the rest of the ggstrive characters as well. If you want the patch notes Review, analysis, and comparisons here vid where I cover it all : https://youtu.be/MXshbPzbylY
#GuiltyGear #GuiltyGearStrive #Potmkincombos