Corner charged 5D FRC combo. 293 damage and positive bonus.Note that you could also go for PRC instead of FRC here, but because of the way wall break value works you will get a wallstick on the last C.s into Heat ender. 278 damage for that.#GGST_PO #PlayPotemkin pic.twitter.com/6q4keOs3P4— Leapfrog_Potcho (@Leapfrog_Potcho) June 20, 2021
Unlike Garuda Impact, where the opponent can Burst when blocked, Heat Knuckle locks Burst even on block. And since Garuda and Heat Knuckle's guard breaks are considered as 'Hits' the opponent is also unable to YRC.This means Heat Knuckle, RC, HPB is guaranteed. #GGST #GGST_PO https://t.co/AfLUC8dJ9M— Keaton (@Unreal_Freak) June 20, 2021
I really enjoyed playing around with Pot's c.S 6H sequence. I'm sure someone out there has a tod for characters such as may but this is the best I could come up with using just 50 meter. #GGST_PO pic.twitter.com/SGhXirC5B1— Sura 🍎 (@SuraSlime) June 20, 2021
AAAALSO since I'm out of the tournament I can share this whacky shit now if it hasn't already been posted in #GGST_PO ..But we have parries with slidehead RC cancels thanks to my friend who originally found it for a reversal bait set up! pic.twitter.com/EQKUftoh7M— Yanni! (@owoYanni) June 20, 2021
Guys in order to grab at this situation you need to learn Kara Cancel from this video down below
Kara Cancel Tutorial Credited to (rooflemonger)
https://www.youtube.com/watch?v=3NPH8gbd8G4
A bunch of Potemkin tech I know. Most I made, others not. One of my more ambitious videos, also the first one with a script.
Song: Literary Nonsense - Eve
A few options to use after the hard knockdown caused by a counter-hit j.D in the air. The meaty Garuda Impact needs to be done immediately upon landing. The 2P before the 2S is used as a frame kill for timing purposes (pretty much any normal of your choice can be used in place of 2S). For the cross up j.H, just hold up-forward as you land and time the j.H as you are falling. Depending on how far away you were when you connected with the j.D, this jump may or may not cross over which creates the left/right 50/50 setup. Jumping straight up after the j.D will always leave you on the same side.
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GUILTY GEAR -STRIVE-
https://store.playstation.com/#!/tid=CUSA19210_00
Found out you can HK after giganter wall splat for slightly more optimal damage.#GGST_POhttps://t.co/HhV2DxrDCz pic.twitter.com/GkpdyJujkj— Slavaslave (@Jeff_Slavens) June 19, 2021
This combo does the exact same damage, but the route feels easier since you input everything as fast as possible. Works on every character#GGST_PO https://t.co/PyhmkvMTvY pic.twitter.com/1tOLmwDcOv— Foo (@Foonanigims) June 19, 2021
As a direct followup to this: Anytime anyone does anything that can challenge or beat flick after shoulder on block, means they are no longer in blockstun, which means delay potemkin buster grabs them. 6P, Uppercuts, anything short of full invincible supers.#GGST_PO https://t.co/ZOyAXB1tuf pic.twitter.com/zQOYsJvx3V— Rooflemonger (@Rooflemonger) June 19, 2021
Potemkin Corner Counter-Hit 6H Fast Roman Cancel Tension Combo
A counter-hit confirm off of a 6H in the corner. As usual, utilizing a Fast RC will maximize the damage potential of the combo. There is quite a lot of tumble caused by the counter-hit 6H so you so be able to do this combo a little bit farther away from the corner if need be. You will just need to wait a bit longer before you Hammerfall Break so that you get back in range for the second 6H.
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https://store.playstation.com/#!/tid=CUSA19210_00