GGACR/Potemkin/Combos

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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
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Combo List

Ground Combos

Combo Position Tension Gain Works on: Difficulty Notes
5P > 5K > 2S > 2D Anywhere ~5% Everyone Very Easy Easy knockdown combo for when you're not close enough to get 2H to connect.
6K > 2D Anywhere ~3% 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 -> 63214H Anywhere ~28% 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 Anywhere Net Gain Everyone Very Easy Standard BnB into Heat Knuckle -> Heat Extend.
5P > 5K > c.S > 2S > 2H > 623H -> 63214H Anywhere Net Gain PO, TE, ZA Easy 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. Must be point blank range.
5P > 5K > 2S > 2H > [4]6H -> P, j.P > j.K > jc > j.632146D Anywhere Net Gain Everyone 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 > j.6D 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.
6K > [4]6H > FRC > 5H/2H > 623H -> 63214H Anywhere Net Gain Everyone Very Hard 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 > ... to continually give yourself a burst-safe move.
6H > 236P Anywhere Net Gain Everyone Very Easy mega fisto
6H > 623H -> 63214H Corner Net Gain Everyone Very Easy
j.S/j.Hc.S 2S > 2H > 623H -> 63214H Anywhere Net Gain Everyone Easy The j.S or j.H must be done late otherwise landing recovery will prevent you from comboing. On some characters you can squeeze in a 5K in the corner after landing for some extra damage.

Counter Hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
CH 6P, f.S > 2S > 623H -> 63214H Anywhere ~30% Everyone Easy 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.
CH 6P > jc > j.Hc.S/f.S > 623H -> 63214H Anywhere ~32% Everyone Easy 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.
j.S623H -> 63214H Anywhere Net Gain Everyone Very Easy
j.S6P > j.K > j.S > j.Hc.S > 623H -> 63214H Midscreen Net Gain Most mid and lightweights Medium Walk forward after the CH j.S to make sure the Heat Knuckle lands. On some hitboxes (like Zappa) you can instead 5P > 2S after landing from j.H for less damage and more reliability.
j.S632146H -> 4123641236P, c.S > {{{2}}} > 623H -> 63214H Midscreen Net Gain Everyone Medium
CH 2H, c.S/f.S > 2S > 623H -> 63214H Anywhere ~33% Everyone Easy

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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