raekw0n187 Report post Posted December 2, 2014 post will be updated Share this post Link to post Share on other sites
Circuitous Report post Posted December 3, 2014 Some of this is speculation and may be inaccurate, most is confirmed from match vids and frame data. We'll be able to find out definitively soon.Legend: Heat (Knuckle): 623H Extend: 63214H after Heat Knuckle F.D.B.: 63214S Hammerfall: [4]6H Brake: P during Hammerfall's travel Trishula: 63214K ICPM: j.41236H Heavenly: 236236S (50 tension) Giganter: 632146H (50 tension) Blid: 4123641236P during Giganter RC: Red Roman Cancel, on hit/block (50 tension) YRC: Yellow Roman Cancel, before/during move active frames outside blockstun (25 tension) PRC: Purple Roman Cancel, after active frames outside blockstun (50 tension) XRC: inputting a YRC during hitstop forces a Red RC, XRC just denotes that you should RC before a hit, not on hit Basic concepts: 5K > c.S > 2S > 2D 5K > c.S > f.S > 2D c.S > f.S > 2S > 2D Other enders: ...6K > Hammerfall (need to be mid/close range to connect 6K off of f.S/2S) ...6K > F.D.B. (You can 2D the opponent during stagger, but only if they're not prepared to mash out of it. Even relatively light mashing will make it not connect.) ...2H > Heat Knuckle > Extend (need to be close range for 2H - like c.S only) Meter enders: ...2H > Heavenly (again, only after about one other hit) ...(6K >) 2D > RC > 6K Loop (see below - proration is heavy) 6K Loop: [6K > Hammerfall > Brake]xN Loop filler: Rep > (5H >) Giganter > Rep (mostly for bear stun) Loop enders: ...2S > Heat > Extend ...5H > Heat > Extend ...5H > Giganter > Blid (big damage) ...2H > Heavenly ...2H > Heat > Extend (heavier chars only?) Buster combos: Buster > 2K > f.S > Heat > Extend (corner only, substitute 2P > c.S on some chars) Buster > RC > forward jump > falling j.H > c.S > f.S > Heat > Extend (midscreen) Buster > RC > walk forward > 2H > Heat > Extend (does about three less damage than the above, but a little more consistent) Air combos basic routes: [j.P > j.K]xN j.PxN j.S > j.H > ICPM (j.H > ICPM only works with NO hitstun scaling in effect) Note: j.K > j.S does not combo. I know! Jump-Ins: j.S > 5K > etc. ...this didn't need its own category. Weird starters: F.D.B. > RC > Buster (if your opponent's not keen on mashing out of stagger, you can HFB up and Buster) Counter-hit starters: Trishula CH > neutral super jump > j.H > ICPM 6P CH > 5H > Heat > Extend 6P CH > 6K Loop (near- or in-corner only obviously) 6K CH > Buster (the call-out) 6H CH > Hammerfall > XRC > jump forward > ICPM > XRC > 6H > Hammerfall (lol) 6H CH > Hammerfall > Brake > 6H > Hammerfall (near corner) j.S > Buster Share this post Link to post Share on other sites
ARESone Report post Posted December 5, 2014 Can someone post a tutorial for the 6k wall loop? I know the input but it won't work. Maybe there's something special I do miss? Share this post Link to post Share on other sites
Red Star Report post Posted December 6, 2014 Some combos I've been trying so far. Keep in mind this is my third day playing it, so I keep 6K stuff really simple, There is definitely more that can be done with it as FAB has shown. All combos have been done on Sol, should work on the rest of the cast, but the damage after the combos will be against Sol. I'm typing HFB for hammerfall break as I don't want to keep typing the full thing. Corner Only: 2K>2D>RC>6K>HFB>2S>6K>HFB>5H>Heat Extend= 175 damage 2K>2D>RC>6K>HFB>6K>HFB>2S>6K>HFB>5H= 188 damage (13 extra damage from just one extra 6K) j.H>5K>2S>2D>RC>6K>HFB>2S>6K>HFB>5H>Heat Extend= 213 damage (One thing to note. The first 6K after the RC can be linked into 2S without the HFB, I assume because of the spacing.) Some counter hit specific combos. Counter j.S>P.B=149 (Even at stagger breakout lvl 3 and hitting pretty high on standing Sol) counter j.H>5H>Heat Extend=161 (against airborne opponents only.) counter Megafist>2P>2P>2K>2D=103 Counter 6K>PB=158 Counter hit 2H followups: Counter 2H>HFB>super jump>j.S>j.H>ICPB=169 Counter 2H>HFB>5HS>Heat Extend=181 Counter 2H>HFB>Giganter+Build= 220 Counter 2H>HFB>Giganter>Walk>2H>Heat Extend=227 Counter 2H>HFB> c.S>2S>2HS>Heavenly=260 Corner Only: Counter 2H>HFB>6H>Giganter+Build>2S>Heat Extend=297 (Really want to make sure to hit the opponent with the top part of 6H so the Giganter follow up hits them high enough to combo into 2S after) Another note: FDB>PB seems mashable out of. Stagger level 2 and 3 computer mash out of it before PB connects for me. Not sure how that equates to humans, but just something to note. Also FDB>HFB>PB is definitely mashable out of. *Edited to add and to change 6k>Heat Extend ender with 5H>heat extend as it does more damage and is easier. Share this post Link to post Share on other sites
Henaki Report post Posted December 9, 2014 btw 2s 6k might feel tricky for a while but do 2s qcfK, also since 2s 6k is a gattling, and you're buffering it, you are holding back a lot sooner than you think, so cancel it sooner than you would in the timing of a wallsplat combo also 6k hammerfall is much easier on croucing people, Share this post Link to post Share on other sites
raekw0n187 Report post Posted December 10, 2014 6k>hammer fall I'm doing the old way for the fastest charge. 6k>db charge>df+hs. Well the old way was up back and up forward instead but since 6k isn't jump cancelable anymore you don't have to do it that way. It still works if you did tho. Share this post Link to post Share on other sites
Red Star Report post Posted December 11, 2014 For dust corner combos (The wall splat dust) Pot doesn't seem to have much. I have tried a few odd combos, but I can't find anything that really utilizes the wall splat well. D(6)>6K>HFB>2H>Heat Extend Is the best corner combo with no meter I could find. It does the same damage as the launcher combo D(8)>j.H>j.H>j.S>j.H>ICPM, but the wall splat combo builds around 37.5% meter where the launcher combo builds a little over 22%. You can D(6)>6H>HFB>2H>Heat Extend, but you have to be right on top of them. I just can't see that ever working. D(6)>6H>HF>RC>6K loops seem to be for with meter. If you are really close you can D(6)>6H>HF>RC>6H>HFB>2S>6K>HFB>5H>Extend. But again it isn't very practical since the spacing is so demanding. One other thing to note. For people having trouble with 6K loops. Say you do 2K>2D>RC>6K>HFB>6K but screw up and don't get the next hammerfall break, you can usually link the second 6K with 5P>c.S>5S>Heat extend. Share this post Link to post Share on other sites
Circuitous Report post Posted December 12, 2014 So I've learned that using RC to extend combos isn't always the best option, since RCs impose additional proration. This, on top of Potemkin's moves already taking off big chunks of R.I.S.C. gauge, means you won't necessarily see a big damage boost for doing so. As an example, I wanted to see what sort of damage I could do with 2H. 2H does 60 damage to Sol. Heavenly does 153. (It should do 170, but I'll talk about that elsewhere.) 2H > Heavenly does 193. 2H > RC > 2H > Heavenly does a whopping 195. So yeah, take into consideration your opponent's current R.I.S.C. state and how hard-hitting your attacks so far are. That same combo does 244 damage at just 25% R.I.S.C. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted December 12, 2014 Also keep in mind that using RCs kills your Tension gain for longer than supers do. You can frequently make back a decent chunk of your meter by using a Super to extend a combo, instead of an RRC.Anyway, Potemkin Buster combos! I sat down and figured out vaguely everyone's size/weight and what combo options you have against them. Please suggest any other good combos or character specific stuff to try. Oh yeah, and I don't have Elphelt unlocked, so if you do please let me know what works on her.Notes:Deep: Close to maximum possible depth into the corner. On fatter characters (Like Potemkin) this range extends a little farther from the corner.Close: Just a hair farther out from where hitting Forward+Reset in training mode puts you.Far: A Potemkin sized character length out from the corner.Very Far: About 3 or so Potemkin sized character lengths out from the corner.Weights: Please note these are respective to just this combo set, may not be accurate for anyone else. < >: Characters marked with this the combo can be performed on, but there is a directly superior alternative (ie: on Faust doing 2K f.S instead of 5P f.S) 1a. Deep, Light to Heavy w/Supers: (Sin, Faust, Sol, Ky, May, Chipp, Potemkin, Slayer, Axl, Venom, Bedman, Leo).. c.S 2S 6K HFB, 6K Giganter, 6H Heat.. c.S 2S 6K HFB, 6K HFB, 2H Heavenly1b. Deep, Very Heavy or Very Tall w/Supers: (Potemkin, Axl, Bedman).. c.S 2S 2K HFB, 6K HFB, c.S 2H Heavenly1c. Deep, Semi-Tall or Wide w/Supers: (Sol, Ky, Venom, Bedman, Leo).. c.S 2S 6K Giganter -> Blit, 5K 2H Heat1d. Deep, Very Tall/Wide w/Supers: (Faust, Chipp, Slayer).. c.S 2S 6K HFB, 6K Giganter -> Blit, 5K 2H Heat1e. Deep, Very Light w/Supers: (Everyone).. c.S 2H Heavenly 2a. Deep, Heavy or Tall: (Sin, Sol, Ky, Chipp, Potemkin, Axl, Venom, Bedman, Leo, Faust, May, Slayer).. c.S 2S 6K HFB, 6K Trisula, Heat Extend.. c.S 2S 6K HFB, 6K Trisula, j.K jc.H ICPM 2b. Deep, Very Light and Very Tall: (Zato).. c.S 2H Heat 3a. Close: (Everyone).. c.S 2S Heat3b. Close, Easier: (Everyone except Bedman).. 2P c.S Heat 4a. Far, w/Meter: (Anyone).. RRC, 6, 6H HFB, 6K HFB, 6K Trisula, 6K Trisula, j.K jc.H ICPM 4b. Far, Floaty: (Faust, Elphelt, Potemkin, Axl, Ramlethal, Zato).. 2K f.S Heat 5a. Very Far, Lighter: (Sin, Millia, Sol, May, Chipp, Slayer, I-No, Venom, Bedman <Faust>, <Elphelt>, <Potemkin>, <Axl>, <Ramlethal>,.. 5P f.S Heat5b. Very Far, Fat or Heavier: (Works on everyone except Bedman, but only useful on Ky and Leo).. 2P 5P f.S Heat 5a. Very Far, w/Meter: (Anyone).. RRC, 6, 6K HFB, 2S 6K HFB, 6K HFB, 6K Heat.. RRC, 6, (6K HFB)*5, 2S HeatAnd here's a handy chart to remember what works on who:Character Weight c.S 2S 6K 5P 2P 2K Sin: Heavy Y Y Y - Faust: Light+Fat+Tall Y Y Y Y Millia: V.Light - Y Y - Sol: Heavy Y Y Y - Ky: Heavy Y - Y - May: Light Y Y Y - Chipp: Heavy Y Y Y - Elphelt: Light - Y Y Y Potemkin: V.Heavy+Fat Y Y Y Y Slayer: Light Y Y Y - I-No: V.Light - Y Y - Axl: Heavy+Tall Y Y Y Y Ramlethal: V.Light+Fat - Y Y Y Venom: Heavy Y Y Y - Zato: V.Light+V.Tall - - Y Y Bedman: V.Heavy Y Y - - Leo: Heavy Y - Y - Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted December 20, 2014 Double Heat Knuckle combos work on a few characters in the corner. They're mainly for building up super meter, as they'll get you almost 50% by themselves. They scale damage poorly though, so if you want bigger damage you should RRC an Extend or on the first hit of Heat.Double Heat Knuckle Combos: (Faust, Sol, Potemkin, Slayer, I-No, Axl)Heat, Heat Extend2H Heat, Heat Extend5K 2H Heat, Heat ExtendExtra Wide Characters: (Faust, Sol, Slayer, Potemkin, Axl)Heat, 2S Heat ExtendUltra Fat Characters: (Faust, Potemkin, Axl)6K Heat, 2S Heat ExtendHammerfall RRC, Heat, 2S Heat Extend Share this post Link to post Share on other sites
raekw0n187 Report post Posted December 26, 2014 What are yall doing after heat rc'd before first hit? Share this post Link to post Share on other sites
Darlos9D Report post Posted December 26, 2014 What are yall doing after heat rc'd before first hit? Is that even worth anything? First I've seen of it. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted December 26, 2014 It seems to be pretty worthless this time around, due to how strong RRC after Heat Extend is, that seems like the way to go, it's easier and you build a lot more meter, and the damage is almost exactly the same.If you DID cancel it on the first hit (Heat OS attempt or something), best I know of is:Mid .. Heat(1) RRC, j.S j.H j.41236HMid .. Heat(1), 6, 6H Heat Extend (this is character specific I think?)Corner .. Heat(1) RRC, 4, 6K HFB, 6K HFB, 2S 6K HFB, 6K HFB, 2S Heat ExtendCorner .. Heat(1) RRC, 6, 6H HFB, 6K HFB, 6K HFB, 6K HFB, 2S Heat ExtendThe trick to those second two ones there is the same as other combos of this nature, you MUST wait until right before they hit the ground to hit them, otherwise RC proration will effect your combo and you'll lose 20-25% of your damage total.But if you just want to spend bar for extra damage, you're better off doing these:Mid .. Heat Extend RRC, sj, j.41236HCorner .. Heat Extend RRC, 6H Heat Extend RRCThese will build you more meter first, before kicking in tension gain reduction. Share this post Link to post Share on other sites
Red Star Report post Posted December 27, 2014 Heat(1)>RC> Double Jump forward(to the other side)>2P>c.S>5S>Heat Extend is the only time I RC heat. Naturally this is for when you are in the corner or near the corner. Being able to get out of the corner, put them in the corner, and still get heat extend can definitely be worth the 50 meter. Against someone like I-no you can skip the 2P and just do c.S>5S. Share this post Link to post Share on other sites
Grimsley-San Report post Posted December 28, 2014 Corner only: 200 dmg (Only tested on Sol, because I he's the only training dummy that's reliable for given damage for me.) 632146P>5S>2HS>23626S Share this post Link to post Share on other sites
Flick Report post Posted December 28, 2014 with 50% meter, you can do these combo on Sol for more damage(or stun), from corner PB: PB>c.S>2S>6K>632146HS>41236*2P>5K>2H>Heat>Extend(Best damage) PB>c.S>2S>6K>632146HS>6H>Heat>Extend(Best Stun-Less input then the above combo) Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted December 28, 2014 with 50% meter, you can do these combo on Sol for more damage(or stun), from corner PB:PB>c.S>2S>6K>632146HS>41236*2P>5K>2H>Heat>Extend(Best damage)PB>c.S>2S>6K>632146HS>6H>Heat>Extend(Best Stun-Less input then the above combo)That first one is useful, I guess without the second 6K there's less pushback to make this work on more characters? It also works on: Ky, Venom, Bedman, LeoAnd it should work on Slayer, Chipp, and Faust too but you can use the longer version on them.Second one, it's actually better to do the combo I listed above:PB, c.S 2S 6K HFB, 6K Giganter, 6H Heat ExtendFor some reason this gives a hard knockdown where only using one 6K doesn't?? I don't know, combos are weird. Fun fact, this combo builds about 45% meter so it only costs you 5% to do, awesome.It's probably worth noting though, that doing this combo:.. c.S 2S 6K Giganter -> Blit, 5K 2H HeatOnly does about ~10 more damage than doing this one:.. c.S 2S 6K HFB, 6K Giganter, 6H HeatAnd that second one 1) Gives you about ~5% more Tension, 2) Gives you a hard knockdown, 3) Is easier, 4) Works on more charactersSo I'll probably stick with the second one for the most part myself.On the other hand, on the three characters that this version works on (Faust, Slayer, Chipp):.. c.S 2S 6K HFB, 6K Giganter -> Blit, 5K 2H HeatThis does about ~20 more damage, and gives the same tension gain. So it's pretty good!Alright, here's a few more juicy bits I missed earlier. Too far from the corner to get free PB combos but got meter burning a hole in your pocket? Well good news, you can do these bad boys from far away:Far:.. RRC, 6, 6H HFB, 2S 6K HFB, 6K HFB, 6K HFB, 6K HeatEven Farther:.. RRC, 6, 6K HFB, 2S 6K HFB, 6K HFB, 6K Heat.. RRC, 6, (6K HFB)*5, 2S HeatAdjust number of 6K reps to your taste. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted December 30, 2014 Kinda useful double-heat combo on Faust:Corner PB, 2K f.S Heat, Heat ExtendThanks to his gigantro large hitbox you can land this on him from pretty far away, and it gives you a hard knockdown and 55% meter. It won't work from the absolute max range, but it'll cover a decent part of the midrange.You can double heat anyone from PB who you'd normally be able to, but it's usually not useful because you are either too far or you are too close and thus could get a better combo. Share this post Link to post Share on other sites
raekw0n187 Report post Posted January 2, 2015 What are you guys doing after blitz shield? Share this post Link to post Share on other sites
wirestyle22 Report post Posted January 2, 2015 What are you guys doing after blitz shield? I'm ground chaining into 5HS > Hammefall (Feint)/Slidehead/FBD(+2). If they are reversal happy I'll backdash > Heat Knuckle > j. S > Pressure/PB etc. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted January 6, 2015 Oh, you can sneak in an extra hit between Double Heat combos on the extra fat characters (Faust, Sol, Slayer, Potemkin, Axl):Heat, 2S Heat ExtendAnd on the fattest of the fat you can even do this after an initial hit (Faust, Potemkin, Axl):6K Heat, 2S Heat ExtendHammerfall RRC, Heat, 2S Heat Extendetc.You don't have to be super close for these but you do have to be a little bit closer than normal.Worth knowing that Double Heat is mostly just useful for building meter, if you want to go for high damage you should just RRC a Heat Extend.What are yall doing after heat rc'd before first hit?Didn't mention it before but you can get extra damage in the corner using 6H instead:Corner .. Heat(1) RRC, 6, 6H HFB, 6K HFB, 6K HFB, 6K HFB, 2S Heat ExtendGets you like 30+ more damage. Since there's basically no scaling, it's still worth it to end with a super if you need to finish up the round. Share this post Link to post Share on other sites
Circuitous Report post Posted January 7, 2015 What are you guys doing after blitz shield?Whiffing Potemkin Buster. Share this post Link to post Share on other sites
Dirty Magic Report post Posted January 7, 2015 Whiffing Potemkin Buster. ^ Share this post Link to post Share on other sites
Red Star Report post Posted January 7, 2015 Second one, it's actually better to do the combo I listed above: PB, c.S 2S 6K HFB, 6K Giganter, 6H Heat Extend For some reason this gives a hard knockdown where only using one 6K doesn't?? I don't know, combos are weird. Fun fact, this combo builds about 45% meter so it only costs you 5% to do, awesome. I could be wrong but I believe it is because you added the extra 6k which made it an 11 hit combo instead of 10. I've been messing around with heat extend and the number the combo ends on seems to affect if it is a hard knockdown or not. There is definitely a few exceptions. It might be something else, and just coincidentally work out this way. An example: c.S>2H>Extend. 6 Hits does not knockdown. 6K>RC>2H>Extend 6hits does not cause hard knockdown. 6K>RC>c.S>2H>Extend 7 hits DOES cause hard knockdown. 5p>RC>2H>Extend 6 hits, does not, but 5p>5p>RC>2H>Extend 7 hits, does cause hard knockdown. Further example: 2k>2D>RC>6K>HFB>2S>6K>HFB>5H>Extend is 10 hits and does not cause a hard knockdown. Adding a 2P to the beginning of the combo makes it 11 hits and it does knockdown. Same goes for adding just about in normal or jumping normal before it. Even making it 12 hits still lets it cause a hard knockdown. Another example 2S>6K>RC>c.S>2S>6K>RC>6H>Extend is 10 hits and doesn't cause hard knockdown, but put a c.S before it and at 11 hits it does. I might be way off base but 6 hits and 10 hits never seem to cause hard knockdown after extend. 7,8,11 all seem consistent, 9 in some combos does and in at least one 6k loop i tried did not. Another strange note is 6p>RC>Extend causes hard knockdown, while CH 6p>Extend does not. CH 6P>5H>Extend does not but it is 6 hits, CH 6P>2S>6K>Extend does cause hard knockdown at 7 hits. Same thing happens with CH j.H, if you go CH j.H extends it does not cause hard knockdown. For CH. 2H>HFB>c.S>5S>Extend will get you hard knockdown where doing 5H>Extend won't, please try to avoid using 5H if you can. TL:DR; From what I can tell Extend combos ending in 6 or 10 hits never seem to cause hard knockdown. Try to avoid those numbers. Like anything else on Dustloop test this out, only a theory based on my observations. Share this post Link to post Share on other sites
Flick Report post Posted January 7, 2015 What your homing jump Dust combo on Faust!! Share this post Link to post Share on other sites