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A complete tutorial on Potemkin's kara cancels in Guilty Gear Strive. Apparently, you need to be a YouTube 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: https://glossary.infil.net/ ➤ https://glossary.infil.net/?t=Kara%20... ➤ https://glossary.infil.net/?t=Plink ➤ https://glossary.infil.net/?t=Hitstop --- 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 --- 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 --- Music: Marvel Vs Capcom 2 Music - Training Mode --- #fgc #guiltygear #ggst