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Gwyrgyn Blood
09-14-2007, 03:22 PM
This thread is going to be woefully incomplete for a while so please help me out in collection the many Potemkin target combos we can. I'd like to keep the list fairly small, basically just the stuff you'd actually want to use in a match.

If you want the thread with information about SLASH Potemkin combos, go here (http://dustloop.com/forums/showthread.php?t=85)


General notation:
CH - Counterhit
FD - Faultless Defense
(2S) - Optional attack (probably depends on distance and weight)
(Close) - Setup required for combo
f.S - Far Slash (as opposed to c.S, close slash)
... - Continue into some other fitting combo
[9] - Hold direction/button
]9[ - Release direction/button
jc.P - Jump Cancel into j.P
sjc.S - Superjump Cancel into j.S
|> - Land on the Ground
S 2H - Gattling from S to 2H
S > jc.P - Jump cancel the S, into a jumping P.
2S, 5H - Just Frame from 2S to 5H (no Cancel)
P* K - 0 or more P followed by a K
j.S/H - Either j.S or j.H
Heat(1) RC - Cancel the first hit into an RC
, - A link or a pause... not a direct gattling or cancel.

(Near Corner) - In the general vicinity of the Corner
(Close Corner) - Very close to the corner, but not deep into it
(Corner) - Deep into the corner
(50%) - Tension requirement for this combo. 50% means you need half a bar of tension, 100% means you need full.

HF - Hammerfall ( [4] 6H )
Giganter+B - Extend Bullet on Giganter super (632146HS 4123641236P)
APB - Air Potemkin Buster (j.632146D)
PB - Potemkin Buster (632146P)
HPB - Heavenly Potemkin Buster (236236S)
JG - Judge Gauntlet (63214H)
Heat - Heat Knuckle (623H)
Heat Extend - (623H, 63214H)


The Wonderful World of Potemkin Combos

Ground Mid-Screen Combos

K S 2S 2D
K 2S 2H {Heat}
(25%, Heavy/Mid Weight) K 2S 2H {Hammerfall Break, Jump} > j.P j.K > jc {Air Potemkin Buster}
(50%, Light Weight) K 2S 2H FRC > sj, {Air Potemkin Buster}
(50%) K 2S 2H {HPB}
(50%) K S 2S 2D RC, K 2S {Heat}
(50%) H Giganter+B, Wallbounce...

{CH} H, {Slidehead} ...
(25%) {CH} H, {Hammerfall} FRC, S 2S {Heat}


Hammerfall

(25%) Hammerfall FRC, S (2S) Heat
(75%) Hammerfall FRC, H Giganter+B, Wallbounce ...
(75%) Hammerfall FRC, S 2S 2H {HPB}

(25%) {CH} 6H Hammerfall FRC, 2S Heat

(50%) {CH} Hammerfall FRC, Hammerfall FRC, 2S Heat
(100%) {CH} Hammerfall FRC, Hammerfall FRC, 2H, HPB

(100%, Corner) (6H) Hammerfall FRC, Giganter, 6H {HF} FRC, {Heat}
(100%, Corner) (6H) Hammerfall FRC, S Heat(1) RC, 6H Hammerfall FRC, {Heat}


CH 2H

{CH} 2H, H Heat
{CH} 2H, 6H
(50%) {CH} 2H, S 2H {HPB}
(50%) {CH} 2H, H {Giganter+B, Wallbounce}...


6P/6K
CH 6P Heat
(50%) 6P Giganter+B, Wallbounce...

6K 2H Heat
6K 2H HPB


Dust Combos
D > 9 FD j.S/j.H (Impossible Dust) |> (S) Heat
(25%) D > [9] j.H jc.H jc.APB
(25%) D > [9] j.H jc.H jc.S P K P K P K jc.APB


Judge Gauntlet Combos
JG RC, 6H
JG RC, 2S Heat


Throw FRC Combos
(25%) Throw FRC, 2S Heat
(75%) Throw FRC, 2S 2H HPB
(75%, Into Corner) Throw FRC, 6P > jc7 APB |> P S > jc.9 APB


Potemkin Buster Combos
(25%, Mid) PB FRC, 2S Heat
(25%, Mid, Dizzy) PB FRC, f.S 2S Heat
(75%) PB FRC, 2S 2H HPB

(25%, Corner) PB FRC, 2HS Heat
(75%, Corner) PB FRC, HS Giganter, 2HS Heat
(100%, Corner) PB FRC, HS Giganter, 6HS Hammerfall FRC, Heat


Slide Head Combos
Slide Head, Hammerfall Break, K (S) 2S Heat
(50%) Slide Head, Hammerfall Break, K 2S 2H HPB


Wallbounce Combos
(Light Weights) ... > Heat
... > H Heat
(25%) ... 6P > jc.APB
(50%) ... > HS Giganter+B, Wallbounce...
(50%) ... > (K) (S) 2H HPB
(50%) ... > 6P Giganter/Heat
(Off standalone Giganter+B) ... > K S Heat

eien_tsubasa XD
10-06-2007, 10:35 PM
i see that 2S is used alot in potemkin's combos. is that because 2S slightly drags the
opponent in?

Arvandor
10-07-2007, 05:47 AM
I can't get 2S Heat to work off the PB FRC on some characters, like Ky and Jam. Am I just timing it wrong? Would it help to FRC with PKHS instead of KSHS like I usually do?

To add a favorite combo of mine.

(close corner)
anything into Heat Extend RC 236P 2HS Heat

Gwyrgyn Blood
10-07-2007, 02:19 PM
Yes, 2S vacuums people which is why it's used a lot.

And yes it's just timing to land 2S after PB FRC. It doesn't matter what buttons you use to do it.

Arvandor
10-08-2007, 12:46 AM
So it WILL work on all characters? The timing seems a lot tighter on Ky and Jam. Or maybe I was just sucking it up that day or something =/ Entirely possible.

Henaki
10-08-2007, 01:50 AM
im positive it works on everyone, especially ky and jam, since they fall slower the timing should be easier (unless their falling hitboxes are really weird)

Sytha
10-08-2007, 02:40 AM
im positive it works on everyone, especially ky and jam, since they fall slower the timing should be easier (unless their falling hitboxes are really weird)

Ky has that really weird falling hitbox you mentioned...

Mike Z
10-08-2007, 07:55 AM
PB 2s Heat works on everyone. It helps at first to do the FRC with PKS, because then you can just hold 2 and double-tap all three buttons to get FRC->2s quickly. Though on Ky, Jam and everyone else which it works on (Baiken Bridget etc) doing FRC 5s 2s is easier since 5s is faster then 2s. Mostly it's just hitting the button as quickly as you can after the FRC.

Mike Z

Hideki
10-10-2007, 03:47 PM
I see this on a match, and If thereīs a way to pull this out, game over.

6P (CH), S, 2S, 623HS > [Walk up a little for get on the right distance] 623S, 632146+HS > 4123641236+P, P, c.S, 2S, 623+HS (RC), 2+HS, 623+HS 63214+HS

http://www.youtube.com/watch?v=Qq0vBHfik_Y

FAB does it here, but he does not link after the super.
I was wondering if itīs cause itīs not possible, or maybe you can get to the 623+HS from the wallbounce after the overdrive and then spent the remaining tension on the finisher.
Iīve never played Potemkin, but this looks like a badass combo (if it can be made) and I want to know if this can be dne without recovey.

What do you guys think?

Potemuki
10-10-2007, 04:04 PM
About one screen width from the corner or closer:
FDB[ch] *splat!* Hammerfall[frc] s-2s-heat (25%)
FDB[ch] *splat!* Hammerfall[frc] s-2s-2hs-heavenly (75%)

Judge Gauntlet[ch] can be followed with k-2s~~ and hammerfall[ch] in the air can be followed with s-2s-heat most of the time.

祝你愉快。
:china:

Arvandor
10-11-2007, 01:25 AM
623HS > [Walk up a little for get on the right distance] 623S,

I don't know what you're trying to get at here... 623S? And something that combos off of 623HS without an RC? I... Dunno, I'll have to look at the vid when I get home.

The reason he probably doesn't followup the super though, is because if you try something like 5K 5S Heat, the Heat can be teched out of ^_^ I dunno if 5HS Heat or 2HS Heat (height dependant) would work or not =/

Mike Z
10-11-2007, 01:35 AM
I didn't post that. (^.^)

He means Heat, let them drop and walk back, Slidehead on wakeup into OTG Giganter/Bullet and combo afterwards. It works:
- on light/medium characters, but only characters where the Giganter hits them out of the sliding state (not everyone!)
- only from far enough away that the Giganter hits right before it ends, so the Bullet has more time to start up
- only midstage because otherwise you can't combo after the wallbounce.

If you want to try to get the distance right for training, have Baiken block 5p 5p 5p, then Slidehead, and the Giganter will hit at the right time.
I think FAB didn't follow up because he didn't think the 5p would actually hit. (^.^)
Mike Z

Hideki
10-11-2007, 07:39 AM
A frirend who plays Potem actually tell me that itīs imposible getting the 623+HS (RC) after the super. Under ANY combination (like P, S, 2+S, 623+HS) they tech.

But this is possible: After the Giganter, Bullet > wallbounce > P, S, 2+HS, 236236+S

Too bad you canīt get the Heat without that tech, but this is still a really cool looking combo.

Arvandor
10-11-2007, 10:18 AM
Actually, if you hit with Gigantor in the air, it's better to follow up with 2HS Heat + Extend. For example...

CH 2HS 236P 5HS Gigantor (walk forward a bit) 2HS Heat + Extend - > Instant dizzy for a few people, good chance to dizzy everyone but like... May, Pot, and Slayer, I think... Unless I'm remembering stun resistance wrong. Some characters dizzy so quickly that they can recover if you do the whole combo, on them I like to do 6HS Hammerfall cancel instead of the 2HS Heat stuff so that you can dizzy them and more than likely kill them off. It does a bit less than Bullet, even if you don't followup bullet, but does way more stun.

Keep in mind that some characters are really difficult to get the walk in 2HS on after Gigantor. On them you have to do a quick Hammerfall cancel 2HS. Which is tricky, but doable. Faust, Jam, Anji, and Eddie were the ones I ended up hammerfall canceling on.

Pezzuti
10-13-2007, 03:56 PM
Hey guys, is it really possible to combo after APB in the corner? I do APB, then c.S and Heat, but after the Heat the enemy always techs ><.

Only once I did APB, 5K, Heat and it comboed, and I don't remember on which char it was...

Fular
10-23-2007, 03:01 PM
Bread and butter i always use
<25%TENSION>(close)5P->2K->c.S->5S->5HS->HF FRC 2HS-HK EXTEND

<50% TENSION>(NEAR CORNER)HF FRC 2HS HK EXTEND FRC->6HS->236P->2D

<50% TENSION>c.S->2K->5S->5HS->HF FRC 2HS->HK FRC (IN CORNER)5P->5P->c.S->5S->(delayed)HF
:vbang: :yaaay:

Gwyrgyn Blood
10-23-2007, 04:38 PM
None of those combos even remotely work. Also since when has Heat Knuckle had an FRC?

Mike Z
10-23-2007, 06:38 PM
Well, EX Pot Heat has FRC...but yeah, none of those combos really combo. :^)

Mike Z

Fular
10-23-2007, 07:48 PM
for #r if u didnt read im still stuck wth it for a while til ac comes and yes it does on #r

Mike Z
10-23-2007, 08:25 PM
---Fular:---
Unless something changed drastically that I don't remember:
combo 1 - 5s, 2s, or any other variation of s doesn't combo to 5h. (And you would never use 2k instead of 5k if they're close.)
combo 2 - Heat does not have an FRC, never did. If you mean RC, then the combo costs 75%. 6h doesn't combo to 236P unless they're dizzy (it's techable), and even if I'm wrong around that, 236P definitely doesn't combo to 2d.
combo 3 - you can't do c.s to 2k, maybe you meant j.s in which case use j.s->j.h and proofread your posts. 5s doesn't combo to 5h. Heat does not have an FRC, so it would cost 75%. If they're airborne after the Heat Extend, there is no way that 5p 5p c.s 5s HF combos without them being able to tech.

You are aware that it's possible to air tech, yeah? :^)

---Pezzuti:---
Depends on what you did before the APB. If you start with PB FRC 5s APB, nothing will combo after the 5s except another 5s (not even a 2h), because the PB takes off too much guard bar. If you start with 5d j.h APB, you can do 5s 2h etc or 5s 5s Heat. If you start with 5k 2s 2h HF/break j.p j.k APB, you can't combo anything unless they blocked something first. If you start with 5k 2s 2h (or just 6k 2h) HF/break APB, you can since the shorter combos take less off the guard bar. If you start with Slidehead, close S (far S) APB, you can.
Note 1: The far S has decently longer untechable time than the close S, so in some situations where you couldn't do close S, Heat you can instead do close S, far S, Heat. The far S will combo off the close S, and the Heat will combo off the longer untech time on the far S, even though you added a hit before it.
Note 2: Even if it is impossible to combo 5s 2h (or 5s heat), you can always do 5s APB, because if done correctly a tiger-knee'd APB starts up faster than even a far S.

Mike Z

Fular
10-24-2007, 03:00 PM
i dont play with pro ass kids i play with a group of friends who are good at the game but arnt doin frikken iad and air teching and stuff like i do but then again that seperates me from them and anyways 5s 5h does combo i always use it from c.s 5s 5h hf etc srry i was pretty sure HK had a frc i apologize and if u are close enough to someone and u acually get a 6hs off u do 236p and it will combo and u can 2d after u land (doesnt do like any dmg but i do it anyways) and if u HK RC and u walk forward a step u can catch them with a 5p 5p 5s 5hs (maybe) HF but u gotta wait and yes i know they can air tech outa of it

Gwyrgyn Blood
10-24-2007, 03:53 PM
Air Teching is not a skill of 'pro ass kids', it's one of the most basic gameplay functions there is. Those combos don't work at all, and they would be worthless against anyone even remotely decent at the game. There's no point in knowing or using worthless combos that can easily be escaped.

Also not sure about AC but in previous games it was only possible to combo S to HS on Counterhit or against a crouching enemy. 5S definitely doesn't combo to HS against enemies in the air either.

Mike Z
10-24-2007, 06:50 PM
Tell your friends to hold 4 or 1 and press buttons while you're doing combos to them, and presto! air techs. It's a basic skill - even beginners mash when they have no idea what's going on - and once they're doing that, none of those combos work in the slightest. If you help them improve, when they get better so will you. One does not qualify as "pretty good at the game" if they don't try to tech.
And yes, 5s 5h does combo on crouching, but nothing about it said 'vs crouch'.

Mike Z

raekw0n187
10-24-2007, 07:10 PM
Isnt the correct notation for comboing HF after 6k - 6k,charge back while in 6k animation , upforward, then 6 HS. thanx

Mike Z
10-24-2007, 08:16 PM
Hey, nice job at SER2! You totally should have won that last one. (^.^)

Used to be that you had to jump cancel 6K to do specials/supers because it wasn't special-cancellable. Now it is (witness the awesome 6K->Slidehead), so you can just do 6K/charge back, 6H.

Mike Z

raekw0n187
10-24-2007, 10:01 PM
^Thanx bro
Hey thats just how it goes sometimes.

Hope to see/play ya soon.

Pezzuti
10-29-2007, 09:05 PM
raekw0n, really good play at SER2! That one vs Marneto was just insane, gotta congrat you for the gameplay! ^^

raekw0n187
10-30-2007, 04:06 AM
^Thanx homie

PozerWolf
11-12-2007, 10:21 PM
Just wondering, is there a list out there of Pot's 100% damage combo with the guard guage normal?
Wanted to know some crazy kill combos if they are possible...

Greedy One
11-13-2007, 11:01 AM
I see this on a match, and If thereīs a way to pull this out, game over.

6P (CH), S, 2S, 623HS > [Walk up a little for get on the right distance] 623S, 632146+HS > 4123641236+P, P, c.S, 2S, 623+HS (RC), 2+HS, 623+HS 63214+HS

http://www.youtube.com/watch?v=Qq0vBHfik_Y

FAB does it here, but he does not link after the super.
I was wondering if itīs cause itīs not possible, or maybe you can get to the 623+HS from the wallbounce after the overdrive and then spent the remaining tension on the finisher.
Iīve never played Potemkin, but this looks like a badass combo (if it can be made) and I want to know if this can be dne without recovey.

What do you guys think?

Actually its Burst-bait setup with throw attempt that was failed at the end.

F-12
11-22-2007, 02:58 PM
I managed to understand the combos posted in the first post but...I'm a freaking noob so chances are I'll be able to pull RCs more than FRCs, but for the time being what are some combos I can use until I get enough Tension to do bigger damage?

Gwyrgyn Blood
11-23-2007, 03:24 AM
Stick with the basics if you don't have any tension. K 2S 2H Heat is pretty solid for a knockdown and tons of tension. CH H into Slidehead also nets you a free slidehead combo. Mainly when you don't have tension, you want to get yourself some ASAP. I tend to just poke a lot and walk forward if people try to run away.

F-12
11-24-2007, 04:53 AM
OK, so that's St. K-->Cr. S, Cr. H-->Heat right? Funny I've been using that combo a lot last time I played XD
I don't understand the 2nd combo but I believe it's H-->QCF+S? Will try it.
BTW I found the Potegaman combo vid rather resourceful, but want to know how I can get his P. Buster to connect as an OTG

Gwyrgyn Blood
11-24-2007, 02:49 PM
On a Counter Hit, Heavy Slash will combo to Slide Head. Since HS is such a good poke, you can frequently score that combo and get yourself started.

Henaki
11-25-2007, 06:45 AM
you should really put JG CH combos. Most of the time you hit with JG they are either retarded or you get a CH.

It's mostly:
CH JG, K, 2S, Heat
CH JG, 2S, 2HS, Heavenly

i believe

CH j.S combos are fairly important as well.

dont forget you can do RC 2S Heat off a 2D if they're close enough.

F-12
11-26-2007, 07:03 AM
OK, but damn what's the timing on FRCing or RCing his P. Buster, A. P. Buster & H. P. Buster?! I tried pressing 3 buttons at certain frames when he lands and releases, but nada!

Henaki
11-26-2007, 08:17 AM
frcing pot buster:
go to training mode, turn input display on, when the bar flashes white, thats the FRC timing, it's when he BEGINS to throw the person.

he has no heavenly or air p buster frc.

F-12
11-26-2007, 10:10 AM
Ah I see, BTW does the white flashing occur to show that 'this is when u must FRC/RC' or does it appear when I do it?

JackG
11-26-2007, 04:43 PM
The white flash is the time at which a particular move CAN be False Roman Cancelled, or FRCed. To get a really easy picture of this pick faust and do his 236236S super. When he finishes swimming he gets up and does a pose which has the longest FRC in the game at like 60 frames (or 1 second) The command bar is completely white the entire time for that.

Pezzuti
11-29-2007, 02:43 PM
Yeah, usually FRCs that are not instant (like dizzy's 2HS) tend to be more difficult, at least for me. But a lot of practice and Pot Buster FRC timing will just be automatic, like dizzy's ice spike.

holy potemkin
12-09-2007, 08:45 AM
Thanks a lot Gwyrgyn Blood
These combos have really improved my potemkin major..... now I could easily destroy guys at my job

eien_tsubasa XD
12-24-2007, 04:43 PM
Bread and butter i always use
<25%TENSION>(close)5P->2K->c.S->5S->5HS->HF FRC 2HS-HK EXTEND

<50% TENSION>(NEAR CORNER)HF FRC 2HS HK EXTEND FRC->6HS->236P->2D

<50% TENSION>c.S->2K->5S->5HS->HF FRC 2HS->HK FRC (IN CORNER)5P->5P->c.S->5S->(delayed)HF
:vbang: :yaaay:

:vbang:

Henaki
12-30-2007, 02:53 PM
is there a comprehensive list on the midscreen Pb followups per character?

Mike Z
01-02-2008, 09:31 PM
From before, translated by POScrub:
http://www.dustloop.com/forums/showpost.php?p=133561&postcount=154

Some of that is outdated, for instance you can do PB FRC HF FRC Giganter on May and Millia as well.
As for what's possible in matches pretty consistently:
Use 2s Heat on: Eddie, Testa, Sol. It's the best you can do consistently on them.
Use 5s 2s Heat on: Millia, Dizzy, Slayer (walk forward and WAIT before the 5s), Anji, May (walk forward a slight bit, also if you do it too fast you get a close 5s that whiffs), Baiken (hard for me, for some reason), Johnny, Jam, Ky, and Faust.
Use 5s Heat (which does 2 pts more than 2s Heat) on: Axl. Also you might want to use it on May as well since the 5s 2s tends not to combo.
Use 2s 2h Heat on: ABA (easiest!), Robo (easy), Chipp (need to wait before the 2s, easyish), Bridget (easyish), Pot, HOS, Zappa, Venom, and Ino.

I think I got everyone there.

POscrub
01-03-2008, 01:48 AM
Note, the 2nd post a bit lower down than the wiki post, from Zepp, Kawin's site, might be more accurate.
See the midscreen potbuster stuff. Shrugs.
And Mike Z is right, it is pretty outdated, and I've never actually proofread/confirmed ANY of the listed combo notes, so take it with a grain of salt.

Henaki
01-03-2008, 06:43 AM
i know some of those are innacurate though, you can do may and slayer S 2S without walking :/ but i'll try them all. thanks!

Mike Z
01-03-2008, 05:56 PM
Yes, you can, but I was listing what I've found to be the easiest way. If you walk, it makes your far 5s hit earlier in the animation, so if you do it once they get to the proper height it gives you more leeway and you have less of a chance of missing. Since I started holding 6 before FRCing through hitting S, I tend to miss less on everyone.

eien_tsubasa XD
01-03-2008, 07:55 PM
thanx for the info Mike Z.

these'll help me out.

Henaki
01-04-2008, 01:59 PM
yeah, holding 6 before the PB FRC S 2S HK combos REALLY helps, thanks man.

on that note, I've been seeing abegen do this a lot when he has 75% tension and the enemy has burst:
6K, Giganter, FDB, Hammerbreak, PB (I see people escape stagger but still get hit by the PB, which is actually better but still, escapable), FRC, standard followup.

The interesting thing about this is, once the giganter starts, its pretty much 100% burst safe till the followup.
edit: completely burst safe unless they do the burst as soon as you start hammerbreak, during the followup, it doesnt combo if they do a level 2 stagger break but does on a level 1.

raekw0n187
01-04-2008, 03:31 PM
^Good Shit

Gwyrgyn Blood
01-04-2008, 03:53 PM
I dunno about you guys but I have people shaking out of non-CH Giganters pretty often, so I would be pretty cautious about doing something that only requires Lv2 break. Sounds good otherwise though... not that I frequently use 6K.

Mike Z
01-04-2008, 06:54 PM
I do that a lot (in fact it was in Potegaman, hehe.)
Anyway, you can make it Lv2 stagger-safe if you do (something) Giganter, hold 6 to walk a slight bit 3214S, HF/break PB. The Lv2 stagger out of Giganter is long enough that you can walk a small bit first, which makes you close enough that the FDB staggers long enough for it to combo. If you want it to combo, that is.

On that note, if you dizzy someone and they don't have a burst, please for the love of god start with FDB before you PB, since it will give you the 25% tension you need to FRC. I see so many people not do this, then not be able to follow up...

Mike Z

Henaki
01-06-2008, 06:13 AM
I dunno about you guys but I have people shaking out of non-CH Giganters pretty often, so I would be pretty cautious about doing something that only requires Lv2 break. Sounds good otherwise though... not that I frequently use 6K.

no the fdb part is easy to get on a level 2 stagger, prolly can get it on level 3 stagger if you try hard enough.

its the FDB stagger im talking about.

Gwyrgyn Blood
01-07-2008, 01:38 PM
Yeah I know, but if someone is mashing for the Giganter already I would just assume they'd keep mashing if they got into another stagger. :I

Mike Z
01-07-2008, 06:31 PM
I hit people here with it a lot, and they're mashing pretty well...also, from frame data:
Bullet startup -> 51
6h startup -> 23
FDB startup -> 21
So you should totally be able to land it if you can land 6h after Giganter, which you can do if people mash. FDB also staggers for max 65f, whereas Giganter staggers for max 55.

NukleuZ
01-09-2008, 02:37 PM
Is there any specific range or specific characters I can do slide head, jump towards, 5S, 5S TK Air buster? Any other possible ways after slide head depending on distance...?

I've fallen in love with that one :P Get's boring after a while just doing walk up / HF break, 5K, 2S heat in casuals....

P_ReeD
05-12-2008, 07:21 PM
I use this quite a bit.

7Hit - S, 2S, 2H, Heat Extend

or

8Hit - (Close) S, S, 2S, 2H, Heat Extend

Could be a good way to go into the Gig Loop, not shure, havn't tried it. It may not be woth it since most of the damage comes from the Extend.

Henaki
05-20-2008, 05:40 AM
Is there any specific range or specific characters I can do slide head, jump towards, 5S, 5S TK Air buster? Any other possible ways after slide head depending on distance...?

I've fallen in love with that one :P Get's boring after a while just doing walk up / HF break, 5K, 2S heat in casuals....

it only works on meaty slidehead afaik

and p reed those are like... really basic combos and they dont really start off something that useful... and its always better to use regular heat without extend unless it will kill them.

probably listed but, the two best anti-backdash combos are:
S 2S Heat (will catch them in the air).
(corner) 6HS, Hammerfall FRC, followup char specific, but 2S Heat always works afaik (you can do 2S 2H Heavenly for something like 75-90% life on most chars), this will make people regret thinking corner bd is a good option lol
you can hitconfirm them both pretty easily, and just do hammerbreak if they are blocked.

axel
05-20-2008, 07:22 AM
On some characters like Sol and Baiken, it's possible to do sj.S, land, combo into Heat Knuckles. You must hit the Slide Head at the right distance though.

Henaki
05-21-2008, 04:34 PM
i thought it was sj.S, 6P heatknuckle.

axel
05-21-2008, 04:42 PM
Yes I meant to say ground combo of choice into Heat Knuckles. Sorry if it sounds ambiguous.

Wicked Cricket
06-05-2008, 04:56 PM
Hello folks. Just re-started playing a bit after being retired for about a year. I am wondering about 2 things:

If I hit a basic combo like 5K, 2S, 2HS HF Break j.P, j.K Air PB in the corner and I have the option to continue on afterwards, they can tech so I can't combo into heat/extend. What do you guys use as a finisher here?

Second: I ALWAYS FRC my normal throw to 2S > heat to make sure my opponent stands up closer to me(better okizeme options). I was wondering if there are better options after regular throw FRC because damage is rather sucky. Or shouldn't I be FRC-ing it at all(I think it's funny though)?

THANKS IN ADVANCE!

Gwyrgyn Blood
06-05-2008, 05:04 PM
I believe if the APB takes them to the corner you can usually do P S TK.APB to finish it up.

If you throw them into the corner with the regular throw and you feel like blowing some tension you can always do Throw, 6P APB, P S APB. :I
The throw prorates 50% though so it's really not worth trying anything fancy with it unless it gives you the extra damage it takes to win a round.

Wicked Cricket
06-05-2008, 05:06 PM
Hey thanks for the quick reply! I never thought about TK APB gonna try that. Thanks.

reaVer
06-06-2008, 07:28 PM
yay!!! Mr Wicked Cricket is returning!!!:yaaay: :yaaay:

magus1234
06-09-2008, 10:58 PM
Those 2s aegis xx flick combos are unusable! Damnit I didnt think you could mash, till my boy mashed out BEFORE I landed a flick.

Mike Z
06-10-2008, 01:16 AM
From frame data:
Flick startup: 21
6h startup: 23
Giganter 2nd startup: 51

I am sure you can't land it on someone scrubbing the buttons as hard as possible, since training mode stagger recover 3 gets out, but if you can land a 6h you can land a flick more easily.

Hellmonkey
06-10-2008, 01:55 AM
buttons? it's stagger!

Mike Z
06-10-2008, 03:45 AM
Yeah but "scrubbing the stick" doesn't have the same ring to it.
[edit - in fact, it has quite a different ring (^.^) ]

magus1234
06-10-2008, 07:41 AM
This motherfucker must of been on one, he was mashing for his life! I landed aegis went right into flick and he blocked. *jaw drop* proceded toget eddied:arg:

Mike Z
06-10-2008, 09:43 PM
Flick is +2 on block, if you got Eddied after that it was your own fault.
(^.^)

axel
06-11-2008, 03:07 PM
Forget about flick then. Do a delayed walking Potbuster for reset full damage.

Hellmonkey
06-11-2008, 04:47 PM
double hammerfall FRC into psychic heat

magus1234
06-11-2008, 09:54 PM
lol, or I could just do the super finish. Can you still juggle after the flame fist part of the super? Like k,s xx heat?

raekw0n187
06-12-2008, 12:22 AM
Shield to exploder can always be shook out.

Also lvl 2 slip recovery should be the default for training mode.

Henaki
06-12-2008, 10:08 AM
use level 3 cuz marlin can mash outta that shit lol

raekw0n187
06-12-2008, 11:19 PM
oops sorry bro. I meant lvl 3. Forgot higher was faster.

Yes lvl 3 slip should be default for training.

Chomite
09-03-2008, 02:55 PM
Is it just me or comboing Baiken after Pot buster FRC is a hardest combo ever? I pressed f.S as soon as I FRC'd but most of times I get blackbeat and sometimes not. And just when I thought I got f.S perfectly, then it blackbeats when I connect with 2S D: Any pointers on comboing baiken?

Rukus
09-03-2008, 04:21 PM
I'm in the same boat. Baiken has that ugly fall so I miss her a lot.

raekw0n187
09-03-2008, 04:50 PM
Is it just me or comboing Baiken after Pot buster FRC is a hardest combo ever? I pressed f.S as soon as I FRC'd but most of times I get blackbeat and sometimes not. And just when I thought I got f.S perfectly, then it blackbeats when I connect with 2S D: Any pointers on comboing baiken?


I'm in the same boat. Baiken has that ugly fall so I miss her a lot.

Timing is just really strict. I miss it occasionally too. Just tighten up your timing, it may feel like its right but it's not. Kinda like 6k>HF break>APB stuff.

If you're not confident just do 2s>Heat instead.

Chomite
09-04-2008, 05:11 AM
When it goes blackbeat between f.S and 2S, does that mean I input 2S too late or f.S late by a frame? I still can't figure that out~

raekw0n187
09-04-2008, 06:49 PM
When it goes blackbeat between f.S and 2S, does that mean I input 2S too late or f.S late by a frame? I still can't figure that out~

Its the f.S. thats the problem. I know you've had the f.S totally miss sometimes.

Chomite
09-04-2008, 07:01 PM
^ That means I'm not doing f.S fast enough I guess..practice time~

Chomite
09-05-2008, 04:50 AM
edit// never mind, I must been out of my mind to think of something like that

Is this combo any good? I haven't seen anyone using this one so...

5K - 2S - 2HS - Giganter Blitz - 2S (or something) - Heat. It's character specific and only works on heavy/medium characters but it does fair amount of damage + you get some of your tension back.

raekw0n187
09-06-2008, 05:04 PM
^Well 6k>2HS>Giganter works on all the guys and some girls. Its a lil more solid ,and the spacing is more lenient.

The combo u posted is solid too ,but spacing has to be dead on.

But if u like doing giganter in combos from 5k just do
5k>ending in 2s>giganter>whatever.

Gwyrgyn Blood
09-06-2008, 07:19 PM
They can shake out of the Giganter before the bullet hits if you combo into it on the ground though, so be careful.

raekw0n187
09-06-2008, 07:53 PM
^
truth
HF break buster and 6HS are solid. Strict timing tho.

Mike Z
09-07-2008, 02:19 AM
HF break buster gives the added bonus that if they shake out you usually get them anyway and it resets the damage. (^.^)

raekw0n187
09-08-2008, 04:57 PM
^Yupz

xomhollamox
09-17-2008, 04:35 PM
new, i see alot of top pot plyrs post here. quick question.

doin 5k,2s, 2hs hf break, j.p j.k, apb do i actually super jump after the break to p,k, cuz it usually goes black on me. and do i tk the apb? and wuts is the motion u guys use for a consectutive tk pb in corners. ive been heari bout 7,apb. is that it?

faultydefense
09-17-2008, 05:22 PM
don't superjump after hf break or you won't be able to potbuster after j.p, j.k

as for the combo being black, you'll have to improvise on lighter characters, like I don't believe that exact set-up will work on faust and some other lighter characters. Also, its somewhat tight timing hitting the j.p after the break. As for the motion, personally I try 6321476 or just a full 360 motion (632147896).

not a top pot player, but there's my two cents

Mike Z
09-17-2008, 05:57 PM
^ what he said, if you SJ then you can't doublejump to get the APB after the j.K. Yes, you have to TK the APB after the j.K, because you have to jump cancel the move in order for the APB to come out.

As for what motion to use, I usually do 832147 6D. It kinda helps if you aim for 3D at the end, but anything you use will take practice.

xomhollamox
09-18-2008, 03:10 AM
thnx faulty and mikez for awesome responses. ill try both of ur ways which is more comfortable to tk apb.

Xeron633
10-03-2008, 10:56 PM
Hey guys I am new to GG and I read all the notations and stuff and I tried to do potemkins K,2S,2H Heat doesn't work for me maybe I need to keep trying but its too much delay on the 2H to do anything. The only way I can do it if I RC and I am playing on ACC+ for the psp does that have anything to do with it? thanks in advance

Osuna
10-03-2008, 11:22 PM
I have trouble doing 623 motions on a psp, but anyway.

You should be able to special cancel into heat from 2HS. It should look like your move suddenly stopped after the hit and you immediately Heat knuckled. The input should be similar to that. You don't want to finish your Heat input before or much after 2HS hits.

Xeron633
10-03-2008, 11:43 PM
I can do it now thanks for helping me out

Duskbringer
12-04-2008, 07:53 PM
this is by far the best combo listing ive seen so far on this site.
hey is that list updated to the last combo posted?

Osuna
12-13-2008, 12:13 AM
The list on the front is actually quite incomplete, I think. Potemkin has a lot more now. A lot of the important stuff was discussed at one point or another if yo want to look for it. There's some nice guys around that are pretty good about answering any questions you might have.

Duskbringer
12-14-2008, 09:13 PM
i mainly need a bigger combo list, im busy and cant test everything for myself but i really like potemkin and want to master him, but i need a bigger combo list.

C_Three
08-13-2009, 06:48 PM
What does FRC stand for?

ant12292
08-13-2009, 08:09 PM
http://www.dustloop.com/ggac/data/rcfrc.html

Potemtager
11-11-2009, 08:57 PM
Hey. I'm doing mission mode in AC+ so I need a 20 hit combo for Potemkin. I've done every mission already, but I want to beat the one against GOLD Potemkin with Potemkin.Anyone got any ideas?

ReesesPieces
11-13-2009, 02:04 PM
can you do it as a gold / shadow character?

raekw0n187
11-18-2009, 04:38 PM
Hey. I'm doing mission mode in AC+ so I need a 20 hit combo for Potemkin. I've done every mission already, but I want to beat the one against GOLD Potemkin with Potemkin.Anyone got any ideas?

corner
J.S>J.HS>land to gatling>RC 2.D>5k>F.S>HeatExtend>RC>2.S>Heat extend

Not sure if thats 20 ,but its gonna be some variation of that.

ConHuevosGuey
06-19-2010, 09:00 PM
From frame data:
Flick startup: 21
6h startup: 23
Giganter 2nd startup: 51

I am sure you can't land it on someone scrubbing the buttons as hard as possible, since training mode stagger recover 3 gets out, but if you can land a 6h you can land a flick more easily.

I always do 5K -> 2S xx Giganter -> FDB -> Hammerfall cancel -> Pot buster. On CPU 3 no problem.

Not sure if this has been answered or not, but I can do this just fine with the CPU set to stagger on 3. On MAX, it's impossible and I've never seen anyone mash out as fast as max in real life, but 3 for sure and it's not hard at all. I know this is old but I was playing a friend recently and came to this and was reading through here. Sorry if I went necromancer on this shit.