GGACR/Potemkin/Combos

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< GGACR‎ | Potemkin
Revision as of 14:46, 9 February 2022 by Komidore64 (talk | contribs) (add some spaces and abbreviations for readability)
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

Potemkin Buster Combos

Combo Position Tension Gain Works on: Difficulty Notes
632146P > c.S > 2S > 623H > 63214H Deep corner Net Gain Everyone Easy Corner PB followup. Example
632146P > (c.S > (s)j.632146D)x2 > 2H > 623H > 63214H Deep corner Net Loss Everyone Hard Obscenely damaging APB route from deep corner buster. TK the APBs with back jump to keep your corner carry. Example

Low starter

Combo Position Tension Gain Works on: Difficulty Notes
5K > 2S > 2D Anywhere Net Gain Everyone Very Easy Easy knockdown combo for when you're not close enough to get 2H to connect. Example
5K > 2S > 2H > 623H (-> 63214H) Anywhere Net Gain Everyone Very Easy Standard BnB into Heat Knuckle. Use 63214H in the corner, using it midscreen will lose oki. Example
(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. Example
5K > 2S > 2H > [4]6H -> P, sj.P > j.K > j.S > j.D Anywhere Net Gain Anyone Medium Intermediate BNB for corner carry and oki. Example
5K > 2S > 2H > [4]6H -> P, j.P > j.K > jc > j.K > j.S > j.D Anywhere Net Gain Anyone Medium Alternate intermediate BNB for corner carry and oki. Example
5K > 2S > 2H > [4]6H -> P, sj.P > j.P > j.K > j.S > delay j.H > (c.S >) 2S > 623H (> 63214H) Anywhere Net gain All non-lightweights (excluding JU and DI) Hard Character specific intermediate/advanced BNB for corner carry and oki. Can switch 2S for 2H but c.S must not be used and is a frame perfect window on certain characters. Omit a j.P vs Dizzy. Example
5K > 2S > 2H > [4]6H -> P, (s)j.632146D > c.S > (s)j.632146D > 2H > 623H > 63214H Corner Net Loss Everyone Hard Very high damaging meter dump route from low. TK the APBs with back jump to keep your corner carry. Example
5K > 2S > 2H > [4]6H -> P, sj.P > j.P > j.K > j.S > delay j.H > c.S > (s)j.632146D > 2H > 623H > 63214H Mid to corner Net Gain All non-lightweights (excluding JU and DI) Hard Character specific APB route for huge corner carry from low. TK the APB with back jump to keep your corner carry. Omit a j.P vs Dizzy. Example

Overhead starter

Combo Position Tension Gain Works on: Difficulty Notes
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. Use 63214H in the corner, using it midscreen will lose oki. Example
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. Example
6K > [4]6H > FRC > 2H > [4]6H -> P, sj.P > j.K > j.S > j.D Anywhere Net Gain Everyone Very Hard Very tight combo at a 4 frame window to link 6K > [4]6H, but worth learning to squeeze out as much damage as possible as well as having a burst safe point (Hammerfall tanks the burst). Example
6K > [4]6H > FRC > 2H > [4]6H -> P, sj.P > j.P > j.K > j.S > delay j.H > (c.S >) 2S > 623H (> 63214H) Anywhere Net gain All non-lightweights (excluding JU and DI) Very hard Character specific SJ route from overhead. Omit a j.P vs Dizzy. Example
6K > [4]6H > FRC > 2H > [4]6H -> P, (s)j.632146D > c.S > 2S > 623H > 63214H Mid to corner Net gain Everyone Very hard APB route from overhead. TK the APB with back jump to keep your corner carry. Example
6K > [4]6H > FRC > 2H > [4]6H -> P, sj.P > j.P > j.K > j.S > delay j.H > c.S > (s)j.632146D > 2H > 623H > 63214H Mid to corner Net Gain All non-lightweights (excluding JU and DI) Very Hard Character specific APB route for huge corner carry from overhead. TK the APB with back jump to keep your corner carry. Omit a j.P vs Dizzy. Example

Counter Hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
CH 6P, f.S > 2S > 623H -> 63214H Anywhere ~30% Everyone Easy 6P is 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. Example
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. Example
CH j.S623H -> 63214H Anywhere Net Gain Everyone Very Easy Example
CH 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. Example
CH j.S632146H -> 4123641236P, c.S > 2S > 623H -> 63214H Midscreen Net Gain Everyone Medium Example
CH 2H, c.S/f.S > 2S > 623H -> 63214H Anywhere ~33% Everyone Easy Example

Special followups

Combo Position Tension Gain Works on: Difficulty Notes
Combo > 2D > 623H (> 63214H) Anywhere Net Gain FA, MA Very Easy Don't forget you can do this. Example
632146P > f.S > 2S > 623H (> 63214H) Anywhere Net Gain AN, HOS, SL, SO Medium 1f link, but VERY intuitive timing. Much easier than you think. Example
632146P > 2D > RC > 2S > 623H (> 63214H) Anywhere Net Loss MA, MI Medium Do this if it kills. Example
Combo > j.632146D > f.S > 2S > 623H (> 63214H) Anywhere AX AN BR FA HOS JU KF MA MI SL SO Hard Example
Combo > j.632146D > 2S > 623H (> 63214H) Anywhere All except AB KY KF JO JU RO TE Hard Slightly less damage than above but tends to work at all prorations. Example
Combo > j.632146D > 2S > 2H > 623H (> 63214H Anywhere AX AN BR CH DI IN MA ZA Hard Requires a delay on SL and SO so it might not work on prorated routes. Example
Combo > j.632146D > FRC > 2S > 2H > 623H (> 63214H) Anywhere Works on most Hard Only useful on AB, BA, KY, JO, RO, and TE. Useful on highly proratedroutes for KF and JU since you can't link 2S on them. Example

Combo Theory

Introduction

Potemkin has a flexible set of moves that allow him to convert from a variety of starters into big damage and above all else, a knockdown. His more difficult combos require tight links to optimize damage, but the reward is well worth the time spent. On the other hand, his easiest combos will get the job done, get a knockdown, and allow you to run his core gameplan. His character specific combos can be broken into a few distinct groups, but exceptions exist across many of them. As Potemkin you want to get in and never leave. Unfortunately, his selection of burst safe combos are limited without sacrificing tension for an already suboptimal combo, or ending without a knockdown, which is not advisable. But for the limited burst safety, tough links, and character specific knowledge, Potemkin can deal damage many characters can only dream of. And if all else fails, you have a pretty good command grab.

Low Starters

Meet 5K, your low starter. This starter and their brother, 2K, have an initial proration of 90%. Despite this, the combos you'll be doing from 5K will be dealing enough damage for you to understand why they put proration on this move in the first place. 5K is 2f slower than Potemkin's fastest ground normal, 5P. The main reason you skip 5P and take on the proration of 5K, other than 5P not being a low, is Potemkin's main grounded combo resource, spacing. Potemkin's best combos happen when you're closer to him. The main spacing you will account for in a combo is if your opponent is within range to hit 2H, or if you need to use 2D. Let's start with the simpler of the two, 2D, then move on to 2H.

The Bread and Butter

5K > 2S > 2D

This is the most important combo Potemkin has. If you are in range to hit 5K, you are in range to do this combo. Without deviating too far from combo theory, this is also just a fantastic blockstring for Potemkin and you will likely score rounds where this is the only combo/blockstring you do with one or two mixups on top of it. You can easily begin doing safejump oki after 2D, which you should be sure to HFB. 2D has RC conversions, but you'll find that the return on your tension spent is not very high. It's an "if it kills" kind of tension spend. If you can RC 2D to 5K > 2S > HK or another way to score some extra damage to kill, go for it. In fact, go all the way and learn the exceedingly difficult 2D > HFB > FRC > 5K sequence (not really, please don't waste your time on this). 5K > 2S can combo into Giganter Kai as well but be wary of spacing, the range you can land Giganter Kai at is shorter than the range of 2D. Keep in mind that stun has a steep fall off as you get deeper into a combo, so this should be used when the opponent is flashing red (near stun), or you predict they're about to be. While Giganter Kai requires a closer spacing than 2D, a much better move requires your opponent to be even closer.

The REAL Bread and Butter

5K > 2S > 2H > xx

Now we're in business. 2H, if you didn't know, floats the opponent into the air. The opponent is sent up and slightly away from Potemkin. For starters, this is a free combo into Heat Knuckle, giving you a healthy dose of tension and the best knockdown a grappler could ask for. The specifics of Heat Knuckle / Heat Extend will be expanded on later but generally this is your combo ender. For beginners, 5K > 2S > 2H > HK is as far as you need to go here. You're getting around 100 damage on average, great tension gain, and a great knockdown. After this point, we come to the first execution barrier for Potemkin combos, Hammerfall Break.

Hammerfall Break Combos

5K > 2S > 2H > HFB

This is where Potemkin begins to open up in his combo options. By mastering Hammerfall Break, you unlock significantly more damage. You already need to learn HFB for general play, so this part shouldn't be too much to handle. In combos, Potemkin can HFB 2H to allow him to follow up on 2H with an air series. The basic air series is this

  • sj > j.P > j.K > j.S > j.D

Slightly more damage than your Heat Knuckle combo, but not by much. This is as simple as it gets in the air. This is also as good as it gets against specific characters without tension or very strict delay timing. Four of these are Dizzy, Jam, Johnny, and Axl. All different weight classes but they all share this quirk, why? We need to look at the optimal meterless air series to explain this.

  • sj > j.P > j.P > j.K > j.S > delay j.H > xx

We've finally arrived at the optimal, meterless air series for the majority of the cast. This combo allows Potemkin to tack on damage while he drags you back to the ground to wrap up the combo. There is a significant delay between j.S and j.H. If you do not delay j.H the opponent will float away, crushing your hopes of ever getting your manly hands on them again...unless you're going for a very cheesy Heavenly reset. So why doesn't this work on some characters? There are a few reasons. For lightweights the answer is pretty simple, j.P > j.P > j.K moves them too high for j.S to connect. No j.S, no dragdown. Why not just omit a j.P? This would cause Potemkin to be too high for j.H to allow you to follow up on the ground, or sometimes even hit at all. What about the heavier characters like Axl and Johnny? Well actually it does work on them. However, the timing is not what you'll be doing on the rest of the cast. On Axl you can modify the combo for the timing to be easier, but you'll have to change your ground route to something harder, so your reward for making the combo easier early on is making the combo harder at the end, which is the important part. On Johnny, the timing is just hard. So while it's possible, the unreliability of it doesn't warrant the effort compared to an easier combo.

Video Examples

Beginner Combos

Intermediate to Advanced Combos

「already champion」by FAB

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