GGACR/Potemkin/Combos: Difference between revisions

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'''Ground Combos'''
'''Ground Combos'''
*''{{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|2S}} > {{clr|5|2D}}''
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
::Sometimes you're just not close enough to get {{clr|4|2H}} to connect.
|-
!  Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|2S}} > {{clr|5|2D}} || Anywhere || Net Gain || Everyone || {{clr|1|Very Easy}} || Easy knockdown combo for when you're not close enough to get {{clr|4|2H}} to connect.  
|-
| {{clr|2|6K}} > {{clr|5|2D}} || Anywhere || Net Gain || Everyone || {{clr|1|Very Easy}} || {{clr|2|6K}} has a fair amount of knock back and not much in terms of gatlings so sometimes going straight to {{clr|5|2D}} is the best you can get. Cancel {{clr|5|2D}} into Hammerfall break to get better oki.
|-
| {{clr|2|6K}} > {{clr|5|2D}} > {{clr|4|623H}} || Anywhere || Net Gain || FA || {{clr|1|Very Easy}} || Faust only version of the above combo where you can connect with a {{clr|4|623H}} after the {{clr|5|2D}}.
|-
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|623H}} -> {{clr|4|63214H}} || where || Net Gain || who || {{clr|1|Very Easy}} || Standard BnB into Heat Knuckle -> Heat Extend.
|-
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|623H}} -> {{clr|4|63214H}} || Anywhere || Net Gain || PO, TE, ZA || Only on Testament, Zappa, and another Potemkin can you squeeze in a {{clr|3|c.S}} after a {{clr|1|5P}} > {{clr|2|5K}} chain and before the {{clr|3|2S}} without {{clr|4|2H}} whiffing.
|-
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|[4]6H}} -> {{clr|1|P}}, {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|5|j.632146D}} || where || -25% || who || {{clr|3|Medium}} || Can be followed up with {{clr|1|5P}} > {{clr|3|c.S}} > jc > {{clr|5|j.632146D}} in the corner. Try TK'ing the Aerial PotBuster by doing {{clr|5|j.6321496D}}. This gets you a jump cancel from {{clr|2|j.K}} into an immediate j.APB.
|-
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|[4]6H}} -> {{clr|1|P}}, {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} || Anywhere || Net Gain || Anyone || {{clr|3|Medium}} || Alternate route of the above that still gives a hard knockdown for those who can't land the {{clr|5|j.632146D}}.
|-
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} ||
|-
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||
|}


*''{{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|623H}} (Extend)''
*'' (Extend)''
::The full chain is actually very unlikely because the total knock back tends to put them out of {{clr|4|2H}} range. {{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} or {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} are more likely.
::


*''{{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > Hammer Fall Break, {{clr|1|j.P}} > {{clr|2|j.K}} > jc.Aerial Potemkin Buster'' - 25% Tension
*'' > Hammer Fall Break, {{clr|1|j.P}} > {{clr|2|j.K}} > jc.Aerial Potemkin Buster'' - 25% Tension
::TK with 63214'7'{{clr|5|6D}} to get additional corner carry. In the corner you can follow up with {{clr|1|5P}} > {{clr|3|c.S}}> jc.APB.
::TK with 63214'7'{{clr|5|6D}} to get additional corner carry. In the corner you can follow up with {{clr|1|5P}} > {{clr|3|c.S}}> jc.APB.


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*''{{clr|2|6K}} > {{clr|5|2D}}''
*''{{clr|2|6K}} > {{clr|5|2D}}''
::{{clr|2|6K}} has a fair amount of knock back and not much in terms of gatlings so sometimes going straight to {{clr|5|2D}} is the best you can get. Cancel {{clr|5|2D}} into Hammerfall break to get better oki. On Faust only you can {{clr|5|2D}} > {{clr|4|623H}}.
:: On Faust only you can {{clr|5|2D}} > {{clr|4|623H}}.


*''{{clr|2|6K}} > Hammerfall(FRC), {{clr|4|5H}}/{{clr|4|2H}} > {{clr|4|623H}}''
*''{{clr|2|6K}} > Hammerfall(FRC), {{clr|4|5H}}/{{clr|4|2H}} > {{clr|4|623H}}''

Revision as of 00:46, 2 April 2021

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
MF = Megafist
MFB = Megafist Backwards
PB = Potemkin Buster
HK = Heat Knuckle
HE = Heat Extend
HF = Hammerfall
HFB = Hammerfall Break
SH = Slidehead
HPB = Heavenly Potemkin Buster
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Template

NOTE: This page is currently under construction!

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

Ground Combos

Combo Position Tension Gain Works on: Difficulty Notes
5P > 5K > 2S > 2D Anywhere Net Gain Everyone Very Easy Easy knockdown combo for when you're not close enough to get 2H to connect.
6K > 2D Anywhere Net Gain Everyone Very Easy 6K has a fair amount of knock back and not much in terms of gatlings so sometimes going straight to 2D is the best you can get. Cancel 2D into Hammerfall break to get better oki.
6K > 2D > 623H Anywhere Net Gain FA Very Easy Faust only version of the above combo where you can connect with a 623H after the 2D.
5P > 5K > 2S > 2H > 623H -> 63214H where Net Gain who Very Easy Standard BnB into Heat Knuckle -> Heat Extend.
5P > 5K > c.S > 2S > 2H > 623H -> 63214H Anywhere Net Gain PO, TE, ZA Only on Testament, Zappa, and another Potemkin can you squeeze in a c.S after a 5P > 5K chain and before the 2S without 2H whiffing.
5P > 5K > 2S > 2H > [4]6H -> P, j.P > j.K > jc > j.632146D where -25% who Medium Can be followed up with 5P > c.S > jc > j.632146D in the corner. Try TK'ing the Aerial PotBuster by doing j.6321496D. This gets you a jump cancel from j.K into an immediate j.APB.
5P > 5K > 2S > 2H > [4]6H -> P, j.P > j.K > jc > j.K > j.S Anywhere Net Gain Anyone Medium Alternate route of the above that still gives a hard knockdown for those who can't land the j.632146D.
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard
  • (Extend)
  • > Hammer Fall Break, j.P > j.K > jc.Aerial Potemkin Buster - 25% Tension
TK with 63214'7'6D to get additional corner carry. In the corner you can follow up with 5P > c.S> jc.APB.
  • 5P > 5K > c.S > 2S > 2H > Hammer Fall Break, j.P > j.K > jc.j.K > j.S > j.D

Gets more damage than the previous Heat knuckle version, good corner carry and a solid knock down. Don't forget to keep the initial chain short to make sure 2H does not whiff.

  • 5P > 5K > c.S > 2S > 2H > Hammer Fall Break, Super Jump Forward j.P > j.K > j.S > j.D

On characters too light or otherwise incapable of being hit by the previous combo this will get the same knock down with just one less j.K.

  • 5P > 5K > c.S > 2S > 2H > 632146H > Follow up... - 50% Tension

The full chain is actually not possible on most of the cast, again you should usually keep it short. Even at point blank it won't work on any of the light weights and some strange hitboxes. Follow ups are character and screen position specific. Bullet, 5H/2H > 623H is often available.

  • 6K > 2D
On Faust only you can 2D > 623H.
  • 6K > Hammerfall(FRC), 5H/2H > 623H

Very very tight. You must immediately begin charging hammerfall right after you input the 6K and swing immediately straight to 6H when the hitstop (not to be confused with hitstun) ends. Why do this when it is so painfully difficult? Besides the greater combo potential with meter, Hammerfall's armor absorbs bursts. You can even hammerfall frc hammerfall frc etc to kill someone with a burst.

  • Counter Hit 6P , (f.S) > 2S > 623H
6P's a great anti-air and this gives you plenty of time to confirm the CH. This is an easy pick up you can do from a 6P CH confirm without committing to a jump. 2S will work on opponents of any weight in almost any combinations of jump heights and distances. Be careful not to 2S too Early off of a CH 6P as it might go under them.
  • Counter Hit 6P , j.H |> c.S/f.S > 623H

J.H needs to come out close to landing but before your opponent hits the floor (some guys fall fast!). Works on most characters (not Johnny) on a grounded CH. Also works on anti air CH against characters that aren't too light. Careful, anti air some combinations of heights and weights give you a c.S when you need a f.S.

  • Counter Hit 6P > 632146H ...

You can super cancel late by doing 6321467H to confirm the 6P.

Counter Hit 2H

  • Counter Hit 2H, 2H > Heat Knuckle (Extend)
  • Counter Hit 2H, f.S > 2S > 2H > Heat Knuckle (Extend) (If you're in the corner it will be c.S instead, but the combo is otherwise the same.)
Other Combos

Jump-Ins

  • Late j.S or j.H |> c.S > 2S > 2H > Heat Knuckle (Extend)
A j.S or j.H thrown late is the only thing that's likely to give you a ground combo.
On some characters, in the corner, you can squeeze in a 5K upon landing for a little extra damage.

Counter Hit j.S

  • Counter Hit j.S |> Heat Knuckle (Extend)
  • Counter Hit j.S |> walk forward 6P > j.K > j.S > j.H |> 5P > 5S > Heat Knuckle (Extend)

Works on most mid weights and light weights. The goal of walking forward is to make sure the heat knuckle lands. The purpose of the 6P is to raise their height so time it at the top of their arc. On lighter characters the j.H can be very slightly delayed to get them to drop farther. On some hit boxes ( like Zappa) you can 5P > 2S instead for less damage and more reliability.

  • Counter Hit j.S |> Giganter -> Bullet... - 50% Tension
j.S has great ground bounce and untech time on counter hit, giving you a ton of options. These just happen to be the easiest.

PB midscreen followups

  • f.S 2S 623H
Works on AN, HOS, SL and SO.
  • 2D RC 2S 623H
Works on MA and MI.

PB corner followups

  • c.S 2S 623H
Doesn't work on FA. Replace c.S with 5K .

APB midscreen followups

  • f.S 2S 623H
Works on AX, AN, BR, FA, HOS, JU, KF, MA, MI SL and SO.
  • 2S 623H
Doesn't work on AB, KY, KF, JO, JU, RO and TE.
Slightly less damage than above but tends to work at all prorations.
  • 2S 2H 623H
Works on AX, AN, BR, CH, DI, IN, MA and ZA.
Requires a delay on SL and SO so it might not work on prorated routes.
  • FRC 2S 2H 623H
Works on most characters but is only useful on AB, BA, KY, JO, RO and TE.
Useful on high prorated routes for KF and JU as you can't 2S on them.

Combo Theory

Video Examples

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