My man. Thank you for this resource. I'm coming from plat fighters and new to trad fighters. But I see you share my love of heavy grappler types. Subbed immediately and excited to see more of your stuff!
Thank you for thinking of us little guys. Been a struggle to climb the Tower in Season 2 and your information has been a huge help with my improvement.
Some notes about things that were provided, but had their value massively understated or not stated at all: Air-catch c.s -> 2S -> FMF is the backdash murderer combo. You'll hit c.s on backdashing people a *lot* due to the timing differences between PB and c.s and specific fuzzy-killer timings (c.s frame 2 post-wakeup for example, or frame 4 on slower people), so knowing you can 2S FMF into creative mode mix is insanely good. The 1:50 combo is sub-optimal by 1 damage, and just learn this one instead, please, it's not worth it. Note that Kara slows a move's startup by 2 frames, so Kara is not always strictly better if, say, you're trying to reversal PB like a crazy person. At 2:15 or so, you pick CH 5P -> c.s -> 2D if close enough, and CH 5P -> 2K -> 2D if they're out of range for c.s - that's why these two exist, despite the second route doing 10 less damage. Spacing is very important! At 4:15, literally any j.button works, though landing j.p on grounded nerds is hard lol This may be considered beyond "intermediate", but at some heights, you can do Heat Knuckle instead of 6H to end the combo at 4:35. Kara Heat Knuckle makes this more consistent. Pot Fun :D
Thanks for such a clear and concise guide! So many videos are somebody talking while streaming, very unorganized and drawn out. I definitely appreciate the quick, to the point style video you make with notation on screen.
I've been trying to get kara cancels down for like six months now and I'm getting close to giving up and just going with literally any other character because I've been stuck on Floor 7-8 for three of those six months.
I appreciate you including a back-up route at 4:57 for when this wall combo splats early - but is it known what causes this to happen? It seems funky that even when resetting to a clean wall state in training it'll sometimes let you get away with the 6H->HFB and other times it splats immediately on 6H. Is the late/correct splat a timing/spacing thing, or something beyond our control? Thanks as always for such a solid reference video, Pot combos look so sweet hopping and skating around the screen.
At 4:43, is the reason you do 5k > 6h > hf for consistency at range? I was actually practicing that combo earlier today and found replacing that with c.s > 6h > fmf avoided the occasional early wall splat while doing more damage, but thinking back on it I don't think I checked how far away you could be at the start to still land the c.s Edit: yeah the kick is definitely better if you aren't sure you're point blank, I'm dumb. Also yes hammerfall does more than megafist there
For the combo at 7:14, why do you do 5k instead of close slash? I find it easier to do c.s (with 5k, the opponent is often ends up to high for 6h to connect during giganter), and it does a couple more points of damage overall. Doing heat knuckle as an ender also does more damage then 6h as well. All of this together ends up with the combo doing 329 on Ky. It's not much more than the route in the video, but the execution required is about the same so why not squeeze out those extra points of damage? Edit: After doing some more labbing, c.s can be a little inconsistent when closer or around roundstart distance since it sends further, making the combo get cut off by reaching the wall too soon. 5k doesn't have this problem, but depending on distance, you'll have to do kara hk for the ender. So 5k is more consistent overall due to it keeping the opponent closer. I still think the combo timing on 5k is harder to get consistently because it always feels like the opponent is too high/too close, and so they don't fall low enough in time before the kGiganter making the 6h whiff, but that's probably just something I need to work on.
Basically, c.s works on the point blank and close range position reset settings, but not mid range and 5k works on all of them. Also I have found that delaying the hammerfall cancel from 2S is the most consistent way to get the giganter to hit at the right height.
5K is more consistent than c.S in midscreen KBMF combos, and the reason why I don't do Heat is because it builds the opponent a ton of burst due to all of the hits
These are the combo recipe numbers for PC
61353 - 5P > 5P > 5P
61354 - 2P > 2P > 2P
61355 - 5K > 2D > HFB
61356 - cS > 2H > HK
61357 - 2S > HF
61358 - (air) cS > 2S > MF
61359 - (air) 5P > 2S > MF
61360 - (air) 6P > HK
61361 - 5[D] > jH > jc > jH > jS > jH > jc > jH > jH
61362 - Garuda > PB
61363 - BMF > cS > 2H > MF
61365 - CH 5P > cS > 2D > HFB
61366 - CH 5P > 2K > 2D > HFB
61367 - CH 2P > cS > 2D > HFB
61368 - (air) CH 6P > Garuda
61369 - CH cS > 2H > HFB > cS > 2S > MF
61370 - CH cS > Garuda > kPB
61371 - CH cS > Garuda > 2D > HFB
61372 - CH 2S > HFB > kPB
61378 - CH 2S > HFB > cS > 2H > M
61380 - CH fS > SH
61381 - 6H > HF
61382 - CH MF > cS > 2D > HFB
61383 - CH MF > cS > 2H > Garuda
61384 - CH MF > 2K > 2D > HFB
61385 - CH Garuda > kGaruda > kPB
61386 - cS > 2H > HPB
61387 - cS > 2H > MF > 66PRC > 2S > 2H > MF > WS > 6H
61388 - cS > 2H > MF > 66PRC > 5K > 6H > HF > WS > 6H
61389 - jH > 66BRC > cS > Garuda > PB
61390 - HF > 66RRC > 2S > 2H > Garuda
61391 - cS > 2H > GK > 2H > MFw > 2H > MFw > 2S > 2H > MF > WS > 6H
61392 - cS > 2H > MF > 5K > 6H > HF > WS > 6H
61393 - FDB > 2K > 6K > HK
61394 - CH 6H > HFB > 5K > 6K > Garuda > 5K > 6H > WS > 6H
61395 - CH cS > 2H > HFB > 5K > kBMF > 2S > MF
61396 - CH cS > 2H > HFB > 5K > kBMF > kHK
61398 - cS > 2H > GK > 2H > MFw > 2H > MFw > kBMF > 2S > HF > WS > 6H
61399 - PB > FRRC > 5[D] > 2S > 2H > Garuda
61400 - cS > 2H > MF > 66PRC > 5K > kBMF > 2S > HF > WS > 6H
61401 - CH 6H > HFB > 5K > kBMF > 5K > 6H > WS > 6H
61402 - CH 5H > HF > 66RRC > 5K > kBMF > 2S > MF
61403 - CH 5H > HFBkGK > 6H > MF > 2S > 2H > MF > WS > MF
61405 - CH 2H > HFB > 5K > kBMF > 2S > HFBkGK > 6H > MF > 6H > WS > 6H
61406 - (any button) > HF > RRC > [FDB] > kBMF > 5K > 6H > WS > 6H
61408 - PB > RRC > delay kBMF > 5K > 6H > HF > WS > HF
61409 - PB > delay PRC (sideswitch) > kBMF > 5K > 6H > HF > WS > HF
61410 - cS > 2H > HK > 66RRC > 6Kw > cS > 2H > MF > WS > 6H
61411 - CH 6H > HFB > kBMF > cS > kBMF > 5K > 6H > WS > 6H
You are doing Strive Lord's work mate!
The trials really hate 2H > HFB for some reason. Like a 3rd of the time it doesn't count the HF at all.
Return of the PotemKING. Season 2 has given Pot some amazing new combos that are both fun and flashy. Thanks for putting them all in one place.
Pot combos are actually so cool to watch
I was not ready for the starcraft ost, I recognized that instantly
CORRECTION:
The combo at 4:05 is supposed to be c.S > 2H > *MF* > 66PRC
Your music taste is impeccable as always Frank
My man. Thank you for this resource. I'm coming from plat fighters and new to trad fighters. But I see you share my love of heavy grappler types. Subbed immediately and excited to see more of your stuff!
Thank you for thinking of us little guys. Been a struggle to climb the Tower in Season 2 and your information has been a huge help with my improvement.
Been watching starcraft stuff, so the music used wigged me out for a second there lol
Some notes about things that were provided, but had their value massively understated or not stated at all:
Air-catch c.s -> 2S -> FMF is the backdash murderer combo. You'll hit c.s on backdashing people a *lot* due to the timing differences between PB and c.s and specific fuzzy-killer timings (c.s frame 2 post-wakeup for example, or frame 4 on slower people), so knowing you can 2S FMF into creative mode mix is insanely good.
The 1:50 combo is sub-optimal by 1 damage, and just learn this one instead, please, it's not worth it.
Note that Kara slows a move's startup by 2 frames, so Kara is not always strictly better if, say, you're trying to reversal PB like a crazy person.
At 2:15 or so, you pick CH 5P -> c.s -> 2D if close enough, and CH 5P -> 2K -> 2D if they're out of range for c.s - that's why these two exist, despite the second route doing 10 less damage. Spacing is very important!
At 4:15, literally any j.button works, though landing j.p on grounded nerds is hard lol
This may be considered beyond "intermediate", but at some heights, you can do Heat Knuckle instead of 6H to end the combo at 4:35. Kara Heat Knuckle makes this more consistent.
Pot Fun :D
gotta love the starcraft music
Much obliged, also excellent choice of bgm as usual
Thanks for such a clear and concise guide! So many videos are somebody talking while streaming, very unorganized and drawn out. I definitely appreciate the quick, to the point style video you make with notation on screen.
Fantastic stuff Frank. Been away for a year and this video has been a great help.
Terran marine Potemkin mod
Starcraft 1 OST??? God damn I love your videos
It throws me off so hard hearing starcraft noises at all, but it's all the more reason to respect ya. Pot and starcraft? Hell of a combo
*furiously taking notes*
THE STARCRAFT SOUNDTRACK LET'S GOOOOO
absolutely excellent
those insta hfb inputs are gonna give me carpal tunnel
nice to get a compilation.
I've been trying to get kara cancels down for like six months now and I'm getting close to giving up and just going with literally any other character because I've been stuck on Floor 7-8 for three of those six months.
Love pot. Just wish he wasn't so bad currently, so many really weaknesses. They need to do our boy some justice.
I appreciate you including a back-up route at 4:57 for when this wall combo splats early - but is it known what causes this to happen?
It seems funky that even when resetting to a clean wall state in training it'll sometimes let you get away with the 6H->HFB and other times it splats immediately on 6H. Is the late/correct splat a timing/spacing thing, or something beyond our control?
Thanks as always for such a solid reference video, Pot combos look so sweet hopping and skating around the screen.
Ah yes the god of potemkin
I am but a humble disciple of FAB
Oh shit, it's potemkin + starcraft. What were you thinking? How could something be so cool?
starcraft ost!!!!
We're gunna use this video to show bottom tier don't mean bottom bracket
another super easy deep corner combo: (C.S > 2H > MF)x2 > 6H / HK -on full health Ky, HK end does ONE less damage
At 4:43, is the reason you do 5k > 6h > hf for consistency at range? I was actually practicing that combo earlier today and found replacing that with c.s > 6h > fmf avoided the occasional early wall splat while doing more damage, but thinking back on it I don't think I checked how far away you could be at the start to still land the c.s
Edit: yeah the kick is definitely better if you aren't sure you're point blank, I'm dumb. Also yes hammerfall does more than megafist there
Potemkin
When's the broodwar casuals Frankentank, promise I won't 6 pool
Frankentank I beg you please make a vidio on countering baiken as potemkin I cant do anything when she starts her presure
I liked the inclusion of the South Korean National Anthem
For the combo at 7:14, why do you do 5k instead of close slash? I find it easier to do c.s (with 5k, the opponent is often ends up to high for 6h to connect during giganter), and it does a couple more points of damage overall. Doing heat knuckle as an ender also does more damage then 6h as well. All of this together ends up with the combo doing 329 on Ky. It's not much more than the route in the video, but the execution required is about the same so why not squeeze out those extra points of damage?
Edit: After doing some more labbing, c.s can be a little inconsistent when closer or around roundstart distance since it sends further, making the combo get cut off by reaching the wall too soon. 5k doesn't have this problem, but depending on distance, you'll have to do kara hk for the ender. So 5k is more consistent overall due to it keeping the opponent closer. I still think the combo timing on 5k is harder to get consistently because it always feels like the opponent is too high/too close, and so they don't fall low enough in time before the kGiganter making the 6h whiff, but that's probably just something I need to work on.
Basically, c.s works on the point blank and close range position reset settings, but not mid range and 5k works on all of them. Also I have found that delaying the hammerfall cancel from 2S is the most consistent way to get the giganter to hit at the right height.
5K is more consistent than c.S in midscreen KBMF combos, and the reason why I don't do Heat is because it builds the opponent a ton of burst due to all of the hits
what does pot get on HKD off wall break? i never know what to do and they always just jump back to get away.
If you kara-garuda as soon as you land, you can get garuda oki. Otherwise, he doesn't get much other than (maybe) 2D.
Can sum1 inform .e what j,c means?
Jump cancel
So, i am not even a beginner :(
Are you on pad or stick ?
Stick
@@Frankentank Which one ?