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[Xrd] Potemkin Combo Thread

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What your homing jump Dust combo on Faust!!

 

There's probably a better combo, but at the moment I'm just doing 3x j.D on Faust after homing dust, since at the very least it brings him back to the ground with you, but that only works if you land Dust kinda close to them.

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Red Star that's some of the weirdest shit I've heard in a while, gonna have to lab that up.

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Dust>j.H>j.K>Double jump forward>j.S>j.H>ICPM

Isn't the challenge mode dust combo better (Dust>jH>jH>jS>jH>ICPM)? No need to input a jump cancel either.

Also, I always fail to buster a Blitz rejected character, and at first I thought this was due to me trying to buster them from too far away, but is the rejected state invincible to grabs?

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The challenge mode combo doesn't work on Faust, he floats up too high.

Rejected state counts as a form of hitstun as far as I know, so no, you can't throw them during it. You can Heat and HPB though, because those aren't grabs. But Heat can be counter BSed.

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After playing around with the findings of circ and red star its way more profitable to end in 8 or 11 after heat. 9 is just too random, I don't think I've got 9 to be a hard knockdown actually. So unless ur going to kill, the setup in the true corner is well worth the roughly 20-30 damage you lost.

So let's work on max damage heat ending in 8 or 11 combos. Sigh ,pot you're killing me bro.

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I can't find the info in the Wiki, do certain moves alter the amount of hitstun decay that happens in a combo? Or is it always just raw hit-count that determines it?

I just thought about that decided to test before you posted. It has to be hit stun from certain moves,but it really weird.

Like this example heat ending wit 12 hits

5k>5s>f.s>2d>rc>6k>hfb>2s>6k>hfb>5hs>heat extend is 12 hits and is a hard knockdown.

When

5k>5s>2d>rc>6k>hfb>6k>hfb>2s>6k>Hfb>5hs>heat extend is 12 hits but they can tech right before hitting the ground

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That's what I was afraid of. It's likely that 6K (or maybe the wallsplat specifically?) causes more tech scaling than other normals. It might make a small difference, but at some hitcounts it's a deciding factor.

I'm guessing the cause behind all of this is simply a balance between Gravity scaling (more hits = better) and hitstun decay (more hits = worse) along with some moves causing more tech scaling than others.

Here's another example, on Millia:

5K c.S 2S 2D RRC, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend (12 hits)

5K c.S 2S 2D RRC, 6K HFB, 2S 6K HFB, 2S Heat Extend (12 hits)

First one doesn't knock down, second one does. The only difference there is one extra 6K in the first combo.

Okay, I seriously can't figure out why some combos knockdown SOMETIMES and others they don't. What the hell is going on.

On Sol:

2P 2K 2D RRC, 6K HFB, 6K HFB, 2S 6K HFB, 5H Heat

Try picking Sol vs Potemkin, record Potemkin doing this combo. Now just reset position into the corner, and try playing with the positioning of Sol and Potemkin, and see how sometimes you can tech and sometimes you can't. The best I can tell? Seems to be if Sol is too close to Potemkin, it won't cause a hard knockdown. Corner doesn't seem to matter, can't determine anything else that matters.

As Potemkin try doing this combo in the corner on Sol:

2H Heat Extend

Then try doing 2H RRC, pause, Heat Extend

If you adjust the timing on the Heat in the second one, eventually it will no longer cause a hard knockdown.

What the hell is going on here?

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After playing around with the findings of circ and red star its way more profitable to end in 8 or 11 after heat. 9 is just too random, I don't think I've got 9 to be a hard knockdown actually. So unless ur going to kill, the setup in the true corner is well worth the roughly 20-30 damage you lost.

So let's work on max damage heat ending in 8 or 11 combos. Sigh ,pot you're killing me bro.

I have got 9 hit to cause knockdown, but in different combo it allows them to tech, specifically some 6K based combos I remember did not cause hard knockdown.

It seems wonky, and to be honest really dumb. I am sure there is something that decides it, but personally I don't see why heat extend doesn't always cause hard knockdown. Because 6 hits don't cause hard knockdowns CH 6P>5H>Extend doesn't cause hard knockdown which is really killing me.

Going for 8 and 11 definitely seems the way to go. Even 5 Hits is not consistent. They need to give back old heat.

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If this game uses the same untech scaling system as #Reload, then gravity is based on number of hits, and untech is based on time only. The examples given in this thread seem to support this.

 

In Koozebanian Fazoob's example here:

 

5K c.S 2S 2D RRC, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend (12 hits)
5K c.S 2S 2D RRC, 6K HFB, 2S 6K HFB, 2S Heat Extend (12 hits)

 

The second one knocks down because 2S 6K takes less time than 6K HFB 6K.

 

So it may be worth putting 5P 5P 5P in a Heat combo somewhere to get a better number of hits vs time taken.

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Makes sense to me. S-sort of.

Anyway, Consomme posted an evernote full of Potemkin combos with video examples. I took the liberty of (somewhat poorly) translating them. Original is here: https://www.evernote.com/shard/s525/sh/5904ada9-dd6f-4519-9592-3b6fe8e9999b/0c7bcedb61d3964b5573910c710806bf I'll get these up on the wiki eventually, I swear.

Potemkin Basic Combos (with videos!)
Courtesy of Consomme, @consomme0914


[No Tension]

5K > (c.S >) 2S > 2D
Basic combo. c.S works if you're already close enough.
http://youtu.be/ru9HwFTFsNw

5K > (c.S >) f.S > 2D
Alternative version of the basic combo.
http://youtu.be/8rkCp77ute4

Corner: Potemkin Buster > 5P/2P > c.S > Heat Knuckle > Extend
Basic combo for a Potemkin Buster deep in the corner. Works on everyone, but if you're too far out you'll get f.S which does not properly combo. Learn the spacing and you'll be fine.
http://youtu.be/XnvRhdWkMAw

Corner: Potemkin Buster > 2K > c.S/f.S > Heat Knuckle > Extend
Basic character-specific combo for a Potemkin Buster. More reliable than the above, but only works against: Faust, Zato, Potemkin, Axl, Ramlethal, and Elphelt.
http://youtu.be/g6yz5vNr_Pc

CH 6P > Heat Knuckle > Extend
Basic combo from a counter hit 6P. If the opponent is fairly close and you hit them deep, you can fit in a 5H or f.S before the Heat Knuckle. However, if they're far away, you might not even be able to land Heat! Learn to judge the distance and try some different timings in training mode until you're comfortable.
http://youtu.be/NNOTNKtnZIg

CH 5H > Slidehead or Hammerfall
Basic combo for counter hit 5H. Hammerfall will work if you're close, and you should be charging it by default, but if you're at a distance you can use Slide Head and get in.
http://youtu.be/zpdc7ngHSZ8

CH 2H > 5H > Heat Knuckle > Extend
Basic combo for counter hit 2H, works on any height, distance, character.
http://youtu.be/v00qpYXOz_w

Corner: CH close 6H > Hammerfall Break > 6H
Good combo if you manage to land a 6H counter in the corner, pretty likely to cause Dizzy just by itself.
http://youtu.be/xwY_XhJOQOM

5D > Up Homing > j.H > j.H > j.S > j.H > ICPM
Basic Dust combo. Doesn't work on Faust! Contrary to popular belief, you no longer have to hold Up for Dust combos to work, the first two hits are automatically cancelled for you.
http://youtu.be/g6VCX8BLTK4

5D > Up Homing > j.H > j.D > j.S > j.H > ICPM
Basic Dust combo for Faust, only works at about midrange and closer.

[Tension]

Potemkin Buster > RC > 5H/6H > Heat Knuckle > Extend
Basic combo from Potemkin Buster RC. Use 5H at midscreen, 6H in the corner.
http://youtu.be/QBsu7HdwKmQ

Corner: Potemkin Buster > 5P/2P > c.S > 2H > Heavenly
Option for more damage off a corner Buster. Pretty easy for the damage it adds, just make sure you're deep in the corner.
http://youtu.be/x2Ncai8A6Zs

Hammerfall > RC > c.S > f.S/2S > Heat Knuckle > Extend
Basic combo after landing Hammerfall. If you get a f.S instead of c.S after the RC, 2S won't hit after it! Just do Heat Knuckle in that case. Learn to judge the distance once you RC.
http://youtu.be/yYSQx9mBBCw

Forward Mega Fist > RC > (2K >) f.S > 2D
At a distance, leave out the 2K.
http://youtu.be/rQOUck02wOE

Corner: Heat Knuckle > Extend > RC > forward jump > 6H > Heat Knuckle > Extend
Decent combo after an Extended Heat Knuckle, good for securing the kill.
http://youtu.be/tP9rqf_AaXs

CH 2H > 5H > Giganter > Bullet/6H
Basic metered answer after counter hit 2H. Using 6H will dizzy most characters, but Bullet gets you more outright damage.
http://youtu.be/c-07_B67DmQ

Potemkin Buster > RC > 2H > Heavenly
100% Tension for crummy damage, but at least you Bustered them twice.
http://youtu.be/L9ETjYsVzts

Heavenly > RC > 5H/6H > Heat Knuckle > Extend
Good follow-up off a raw Heavenly if you have 100 Tension. Use 5H midscreen, 6H in the corner.
http://youtu.be/2dCtwp3UTK8

[Advanced - No Tension]

5K > 2S > 6K > Hammerfall
If you hit with 5K up close, this is your best damage. Input 6K slightly early and begin charging back immediately. Slightly easier on crouching opponents.
http://youtu.be/dk1XVi6Bl8Q

Corner: Potemkin Buster > c.S > 2S > Heat Knuckle > Extend
Works on pretty much everyone, but much trickier timing than any above combo. More damage as well.
http://youtu.be/d8n0Yec-1hw

Corner: Potemkin Buster > c.S > 2S > 6K > Heat Knuckle > Extend
More damage, but doesn't work on Zato, Millia, I-No, Ramlethal, or Elphelt.

http://youtu.be/_bodAEDxUEw

CH 2H > (Hammerfall > Break >) j.S > j.H > ICPM
Because of how ICPM hits, you'll have to quickly judge whether to neutral or forward jump to get the confirm.
http://youtu.be/c9t5y_xFFuQ

[Advanced - Tension]

5K > 2S > 6K > Giganter > Bullet
Useful for pushing the opponent farther towards the corner, or as a big damage confirm.
http://youtu.be/2OsOnSDj9oA

Potemkin Buster > RC > forward jump j.H > c.S/f.S > Heat Knuckle > Extend
Another common Potemkin Buster confirm, land the j.H late in the jump to give yourself time to land and follow-up.
http://youtu.be/bFFucUmJfBQ

Corner: Potemkin Buster > RC > 6H > Hammerfall > Break > c.S > f.S/2S > Heat Knuckle > Extend
Strong corner Buster combo. c.S > 2S works more consistently, so you should probably go for that.
http://youtu.be/r4bAT7PF_XA

Corner: Potemkin Buster > 6H > Giganter > walk forward 6H > Heat Knuckle > Extend
Massive stun.
http://youtu.be/oB2Zlbl-u20

Corner: Potemkin Buster > c.S > 2S > 6K > Giganter > walk forward 6H > Giganter > 6H > Hammerfall
More massive stun, this one's a bit harder than the above. Doesn't work on all characters.
http://youtu.be/PAoKSSjutrw

Corner: 5K > 2S > 2D > RC > 6K > Break > 2S > 6K > Break > 5H > Heat Knuckle > Extend
6K loop off a deep corner confirm. The 2S > 6K needs to be fairly deep as well to confirm properly.
http://youtu.be/rPQAgZNHofs

Corner: 5K > 2S > 2D > RC > 6K > Break > 6K > Break > 2S > 6K > Heat Knuckle > Extend
More difficult but more consistent version of the above. The extra 6K ensures that you're deep enough to hit the 2S properly, allowing you to start from further out of the corner.
http://youtu.be/GLYlHBoeNXI

Corner: 2D > 2D > RC > 6K > Break > 6K > Break > 2S > 6K > Break > 5H > Heat Knuckle > Extend
A more "complete" version, merging the two above combos.
http://youtu.be/vpDWB1ErDhE

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Hello! Trying to learn this game, so I may have a few n00bish questions.... 

 

Does Potemkin's  :f:  :k:  to Hammer Fall actually combo?

 

When I do it, I never see the combo indicator.

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Hello! Trying to learn this game, so I may have a few n00bish questions.... 

 

Does Potemkin's  :f:  :k:  to Hammer Fall actually combo?

 

When I do it, I never see the combo indicator.

There's actually a challenge mode combo that include 6K>HF

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There's actually a challenge mode combo that include 6K>HF

Yeah you're right, #33 (i;ve got to #30).

 

Stupid question, I do apologise. It is pretty hard though.

 

EDIT: Wow as soon as I typed this I got it multiple times in a row :D

 

:k:

:d:  :s:

:f:  :k:

Hammerfall

 

Only tip I can give to those struggling is input the  :f:  :k:  as soon as it is possible while still allowing the move to come out, and charge back. A split second after  :f:  :k: connects press  :f:  :h: . Takes a few goes, but it does get easier.

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Yeah you're right, #33 (i;ve got to #30).

 

Stupid question, I do apologise. It is pretty hard though.

 

EDIT: Wow as soon as I typed this I got it multiple times in a row :D

 

:k:

:d:  :s:

:f:  :k:

Hammerfall

 

Only tip I can give to those struggling is input the  :f:  :k:  as soon as it is possible while still allowing the move to come out, and charge back. A split second after  :f:  :k: connects press  :f:  :h: . Takes a few goes, but it does get easier.

 

Yeah, this is actually the general advice for most combos involving charge moves. Gatlings are very lenient in timing and can be input quite early, giving you plenty of time to charge. 6K > Hammerfall can combo raw, but the timing is very strict.

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Gah, I've been practicing all day and I can almost taste the 6K loop's sweet, sweet damage. I've been doing the 5K > 2S > 2D > RC > 6K > Break > 6K > Break > 2S > 6K > Heat Knuckle > Extend combo  and can make it up to here: 5K > 2S > 2D > RC > 6K > Break > 6K > Break. I can't, however, connect the second break with the 2S. I'm assuming I'm just not quite fast enough, but I dunno. Anybody have any suggestions?

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Yea I'm getting the hang of the 5k, 2S, 6K, hammerfall combo, I'm hitting it about 60% of the time in practice so it's slowly becoming second nature. Now I've started fiddling around with actual 6K corner combos, all I can say is this is going to take a while.....

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I still cannot get 6K loop combos.

I'm going to hit the lab hard today. I know the next thing that needs to happen for me to level my game up is to obtain a PS4 arcade stick. I'm a stick player for the last 5+ years, and this pad play kills my execution. I had to re-learn DP's altogether.... and still don't hit them 10/10 times like I can on stick. My biggest BIGGEST problem is I'm probably the only Potemkin who knows EXACTLY when to buster, but can't because I'll whiff the execution and get a 6P more often than not. Ugh.

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Gah, I've been practicing all day and I can almost taste the 6K loop's sweet, sweet damage. I've been doing the 5K > 2S > 2D > RC > 6K > Break > 6K > Break > 2S > 6K > Heat Knuckle > Extend combo  and can make it up to here: 5K > 2S > 2D > RC > 6K > Break > 6K > Break. I can't, however, connect the second break with the 2S. I'm assuming I'm just not quite fast enough, but I dunno. Anybody have any suggestions?

Either you're not hitting 2S fast enough or you didn't Hammerfall break after the 6K fast enough. Do you hit P and HS at the same time to get the quickest possible break?

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i am new here, i play ultra street fighter 4 and go for guilty gear now. so i pick Potemkin because he looks based on fundamentals more that any other character.

so this is the combo thread, i have a lot of questions.

 

when you land a heavenly Potemkin buster in the corner what you can do after, RC combo?. ex//you catch a recovery of a gold bust in the corner

what you can do if you land a dust in the corner? we haven't any better that standard dust combo (5d>j.hs,j.hs>j.s>j.s>ICPM)

what chars you can combo hammer fall>RC>j.s>j.hs>ICPM in midscreen? , looks a good way to put guys in the corner.

 

thanks in advance.

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Welp, seems like my old account was nuked. I barely posted in the past so I doubt anyone remembers me here(hell I forgot I had a dustloop account). Time to create a new one!

 

i am new here, i play ultra street fighter 4 and go for guilty gear now. so i pick Potemkin because he looks based on fundamentals more that any other character.

so this is the combo thread, i have a lot of questions.

Hey younghou, are you from chile? Do you use viper in usf4? I'm from peru ;)

 

when you land a heavenly Potemkin buster in the corner what you can do after, RC combo?. ex//you catch a recovery of a gold bust in the corner

Well after the RC you have an airborne opponent and no meter so you can go for simple stuff(5H or 6H into heat knuckle into extend or other knuckle if applicable), some fancy stuff like walking forwards a bit into 6H into HFB into 2S into heat (or into 6K into heat) or try to go for a 6K loop. It all depends on your opponent and how high you start the combo after the RC.

 

what you can do if you land a dust in the corner? we haven't any better that standard dust combo (5d>j.hs,j.hs>j.s>j.s>ICPM)

I don't know if there's a more damaging option if you go for the 8D version, but if you go for the 6D there's plenty of damage to be had, like that 100% combo on zato after a 6D that was posted some posts above by Jakestation(link here).

 

what chars you can combo hammer fall>RC>j.s>j.hs>ICPM in midscreen? , looks a good way to put guys in the corner.

 

Some guy said that it works on sol and slayer, I don't really know. Maybe you can test it in training mode and post the results?

 

EDIT: And going into 6K loops I found this video very helpful: https://www.youtube.com/watch?v=PVk5kj5rgas

 

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