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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
HA = GGST Happy Chaos Icon.png Happy Chaos
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O'
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

Combo List

  • Currently, every damage value here has only been dealt to Ky.

5P/2P/5K/2K Starters

Combo Position Damage Tension
Difficulty Video Notes
5P > 5P > ... Close 64 (3 hits) [1] Very Easy Basic 5f punish, number of punches will vary with range.
5P > 5P > 623H Close anti-air 103 [2] Easy Quick anti-air combo that blasts the opponent away.
2P > 2P > ... Close 55 (3 hits) [1] Very Easy Slower punish / poke that is less likely to whiff on low-profile opponents.
[5K ]or[2K ] > 2D > [4]6H (->P ) Close 83/77 [2] Easy [4] should be held during before start of combo.
Can stop Hammerfall ([4]6H ) for okizeme

2S/c.S/f.S Starters

Combo Position Damage Tension
Difficulty Video Notes
CH 2S > [4]6H Any 94 All [1] Very Easy Video Easy CH combo that closes a significant amount of space.
CH 2S > [4]6H -> P, 632146P Midscreen/Any 186 All [3] Medium Video The timing on the HFB will vary depending on screen position.

Extend with RRC > 2H > 623H for more damage/wallbreak in the corner.

(c.S >) f.S > 5H Any 87/(124) All [1] Very Easy Video When 2H won't reach
Your go-to midscreen poke confirm.
c.S > (2S >) 2H > 623H Very Close 173/185 All [2] Easy Video Meterless conversion when close enough for 2H
Insert 2S when very close.
c.S > 2H > 236P, c.S > 2H > 236P, [6H]or[623H] Very Close, Corner 268/267 ?/~47 All ~ For large characters hold 6 during 236p > c.s [2] Easy Video Easy meterless wall combo.
Heat Knuckles gives More tension than 6H. Any move post wallbreak guarantees 50 tension.
c.S > 2H > 236P, K > 6K > 63214S, (2D), WS, 6H Close, Corner 241/(243) All [2] Easy Video alternate route for basic wall break combo when the c.S would turn into f.S. [Video]
2D needed when the character does not wall splat on 63214S
c.S > (2S >) 2H > 236236S Very Close 257/263 All [2] Easy Video Burn 50 meter for increased damage and better Oki
2S can be inserted when very close.
c.S > (2S) > 2H > 623H > 66RRC~236P (Whiff), c.S > 2H > 236P, WS, 6H Back to Corner 237 [4] Hard Video If you fail to 66RRC~236P, you can 236K~P for the necessary distance.
2S if you are very close.
Alternative Entry (Close Anti-Air); [5P]x2 > 623H > ...
CH f.S > [4]6H > 66RRC~5K > 2146K~P, 5K > 2146K~P Any 199 [4] Hard Requires a slight walk forward between the first 2146K~P and 5K, or the 5K whiffs. At round start distance, you can extend it with 2S > 236P, 6H for 265 damage and wallbreak

5H/2H Combos

Combo Position Damage Tension Gain Works on: Difficulty Video Notes
2H > 623H Close 155 All [1] Very Easy When anti-airing, if opponent is too high then 623H can whiff.
2H > 236P > 236P Close 151 All [2] Easy Can replace second Mega Fist with Kara backwards Mega Fist for an extra 15 damage. Can forgo second mega fist for [4]6H>P and 214H their wakeup.
2H > 236P, 5K > 236P, (236P) Close 195 KY, PO, LE, NA (If including 3rd 236P) [3] Medium Only works when practically on opponent. Can sub in 623H after 5K at wall for wall break. Can replace third Mega Fist with Kara backwards Mega Fist for an extra 9 damage, or cancel 5K into Kara backwards Mega Fist for an extra 12 damage. Doing both will cause the second to whiff.
CH 2H > 2S > 236P, (236P) Close 178 All [2] Easy Consistent at all ranges and heights.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 2H, 2H > 623H Close 185 All [2] Easy Whiffs at tip range.
CH 2H, 2H > 236P, (236P) Close 187 All [2] Easy Whiffs at tip range or if enemy is too high.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 2H, 2S > 2H > 236P, (236P) Close 202 All [3] Medium Only works on grounded CH up close. the first 236P must be cancelled into after a short delay.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 2H, 2H > 236236S Close 272 All [2] Easy Super simple meter conversion for massive damage. Does more damage than adding a 2S filler. Whiffs at tip range.
CH 2H > [4]6H->P, c.S > 236K~P, 5K > 2146K~P, (6236K~H) All 201 (238) GI, IN, JC, MA, MI, RA (SO, KY, AX, CH, PO, FA, ZT, LE, AN, GO, NA) [4] Hard Video Universal confirm off CH 2H. On hit at tip range of CH 2H, a deep [4]6H->P is required to ensure the 5K pickup. Against non-lightweights, it is possible to link 6236K~H for a more damaging ender at the cost of oki.
CH 2H > [4]6H->P, 2146K~P, microwalk 5K > 2146K~P, 6236K~H Close/Mid-range 243 SO, KY, AX, CH, PO, FA, ZT, LE, AN, GO, NA [5] Very Hard Video Microwalk 5K will whiff at tip range CH 2H. On GGST Nagoriyuki Icon.png Nagoriyuki, it is possible to replace 6236K~H with 2S > 236P for okizeme. [Video]
CH 2H > [4]6H->P, c.S > 2146K~P, c.S > 2146K~P, c.S > 6H, WS 6H, Corner 310   All [4] Hard Video Disgusting damage in the corner and meterless
CH 2H > [4]6H->P, 2146K~P, [c.S > 2146K~P]x2, 5H, WS 623H Corner 321   All [5] Very Hard Video The link for 2146K~P after [4]6H->P is tight but consistent.
CH 5H > [4]6H Far 113 All [1] Very Easy Basic CH combo that converts a huge range poke into close range pressure. Can [4]6H>P instead.
CH 5H > [4]6H > 66RRC, 2S > 2H > 236P, (236P) Far 205 All [3] Medium Extension. The first 236P must be cancelled into after a short delay.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 5H > [4]6H > 66RRC~5K > 2146K~P, 5K > 2146K~P Any 235 [4] Hard Requires a slight walk forward between the first 2146K~P and 5K, or the 5K whiffs. At round start distance, you can extend it with 2S, 236P, 6H for 302 damage and wallbreak
CH 5H > 236P Mid-range 118 All [2] Easy Basic CH combo that leaves opponent standing and close.
CH 5H > 236P > 66PRC, c.S > 214H, 632146K~P Mid-range 253 All [3] Medium The 66PRC must be performed on the ground. Can be further extended with 66RRC, 2H > 623H which will wall break from mid-stage for 295 damage.
CH 5H > 236P > 66PRC, 2S > 2H > 236P, (236P) Mid-range 225 All [4] Hard Easier extension to mid-range CH 5H. carries just as far but has less maximum damage potential when extended. The 66PRC must be performed just before touching the ground.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.

Command Normal/Special Starters

Combo Position Damage Tension Gain Works on: Difficulty Video Notes
CH 6K > 214H, 632146K~P Close 194 All [3] Medium Must be a Kara Buster to reach, and will not reach from far away 6K.
CH 6K > 214H, 2S > 5H Mid-Range 149 All [2] Easy Alt route for long range 6K or easier execution
CH 6H, [4]6H->P, 2146K~P, c.S > 2146K~P, c.S > 6H, [4]6H->P, 6H Near Corner 340 All [4] Hard Meterless confirm for a CH 6H.
CH 6H, [4]6H->P, 2146K~P, [ c.S > 2146K~P ]x2, 5H > [4]6H->P, 623H Near Corner 348 All [5] Very Hard Video Extended meterless confirm for a CH 6H. Very strict timing to get 5H splat otherwise last 2146K~P will splat and be less damage than the above combo. Also needs max height c.S hits otherwise 623H will whiff (6H ender is fine too, it's 3 damage less.)
632146P > 66RRC, 2S > 236P, (236P) Close 215 All [2] Easy Basic damage conversion off Potemkin Buster with no walls.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
632146P > 66RRC, c.S > 2H > 623H Any/Corner 213/248   All [2] Easy Potemkin Buster into Heat Knuckle guaranteed wall break in corner. Mostly should be done in corner for extra damage. When midscreen, you have enough time between the RRC and c.S to continue to cross under and by doing so, you may bait a burst.
632146P > 66RRC, dl.2146K~P, c.S > 2S > 2H > 214H WS, 6236K~H Corner 263 -26% + Bonus All [4] Hard Potemkin Buster RC extension in the corner with a full health wall. The extra range on kara heat knuckle is needed to make it not whiff. Kara heat knuckle can be swapped out for 6H for a much easier ending while only sacrificing ~6 damage. Kara backwards mega fist can be swapped out with [5]D for another damage/execution trade off.
CH 2146K~P, c.S > 2H > 236P, (236P) Close 201 All [2] Easy Conversion off CH Kara backwards Mega Fist. Only works up close.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 2146K~P, 2S > 5H Mid-Range 154 All [2] Easy Alt route for tip range
236P > 66PRC, c.S > 214H, 632146K~P Mid-range 196 All [3] Medium Conversion off non-CH forward Mega Fist. The 66PRC must be performed on the ground, and becomes trickier to time from farther away. Kara PB is not necessary at closer ranges. Can be performed after CH c.S, f.S, 2S, and 5H.

Jump-in Starters

Combo Position Damage Tension
Difficulty Video Notes
[1] Very Easy
[2] Easy
j.H., c.S > 2H > 236P > 66RRC, 2S > 2H > 236P WS, 6H Mid screen 232 [3] Medium Video Simple wall carry combo, requires meter for full reward
[4] Hard
[5] Very Hard

Dust Combos

Combo Damage Tension Gain Works on: Difficulty Notes
5[D], [ j.K > j.H > jc ]x2 > j.H > j.H (Finishing Blow) 223 ~22% Anyone [1] Very Easy
5[D], j.H > j.P > j.S > jc > j.P > j.H > j.P > j.P (Finishing Blow) 224 ~23%? Anyone [1] Very Easy
5[D], j.H > jc > j.H > j.S > j.H > jc > j.H > j.H (Finishing Blow) 243 ~25% Anyone [1] Very Easy

2D Combos

Combo Position Damage Tension Gain Works on: Difficulty Video Notes
(CH) 2D > [4]6H Any 89 26% [1]Very easy Non-CH requires [4] to be held prior to 2D. Can HFB to sacrifice damage and land closer to run oki. Alternatively, you can end with 623H if you're close enough for more damage and more corner carry at the cost of potential oki
CH 2D > [4]6H > 66RRC~c.S > 2146K~P, 623H Any 205 -25~% [4] Hard Metered extension. This gives you corner from round start distance
CH 2D > [4]6H > 66RRC~c.S > 2S > delay 2H > delay 236P, 623H Corner 243 -25~% [3] Medium Fast RC isn't necessary, but the damage drops to 219 if the RC shockwave lands. Delay the RC to get 66PRC, which gives 239 damage instead if you don't want to do fast RC but still want the slowdown
CH 2D > 236P, 2S > delay 2H > delay 236P, 623H Corner 238 [3] Medium You can end with 632146H for 249 damage and oki instead.
CH 2D > 236P, 5K > 2146K~P, 5K > 6H, [4]6H->P, 623H Corner 259 45~% [4] Hard You can spend 50 meter to end with 632146H instead of 623H for 270 damage and oki instead
CH 2D > 236P, 5K > 2146K~P, 5K > 2146K~P, 2H > 623H Corner 266 50~% [4] Hard Harder version of previous combo for slightly more damage. You can again end it with 632146H for 271 damage and oki, or you can 5H instead of 2H, but that requires stable kara back megafist loops
CH 2D > [4]6H > 66RRC~c.S > 2146K~P, c.S > 2146k~P, 5K > 6H > [4]6H, 623H Corner 281 -20~% [4] Hard Alternate 50 meter route for more damage at the cost of oki

These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[1] Easy
[1] Medium
[1] Hard
[3] Very Hard

Combo Theory

Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. 2D, Forward Mega Fist, CH 6P, Throw) and following up with either a meaty c.S or Garuda okizeme. However, the bulk of Potemkin's damage will inevitably come from Potemkin Buster as well as Garuda chip damage and 2D post-Garuda okizeme to rinse and repeat the okizeme situation.

In the midscreen, 2K and 5K can be comboed into 2D to set up easy, but powerful okizeme for Potemkin by utilizing Hammer Fall Break to approach. With a c.S starter, it may be tempting to route into 2S > 2H and end it with Heat Knuckle, but it is usually better to end in Forward Mega Fist to set up okizeme unless Heat Knuckle will break the wall. The knockdown from Heat Knuckle is too short to get any okizeme from, even with a full-screen Hammer Fall Break. It is possible when slightly closer than round-start distance to perform Heat Knuckle and not break the wall but still Hammer Fall Break in time to get a meaty c.S. Forward Mega Fist on the other hand leads to at least a meaty c.S, and sometimes Garuda okizeme depending on the combo anywhere on the screen. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and Positive Bonus.

The main filler in Potemkin's most damaging combos is kBMF, which is a kara-cancelled Back Mega Fist (2146K~P). It has the unique property of being the only special move in the game with different properties on kara-cancel, changing it from +4 to -2 on block, from +8 to +2 on hit, and adding an additional 20 damage. It also ground bounces the opponent, allowing for combos such as kBMF loops both midscreen and especially in the corner. The ground bounce also allows Potemkin to set up Garuda okizeme which wouldn't be possible with a regular Forward Mega Fist knockdown in extended combos where Forward Mega Fist would send the opponent too far away for anything other than a meaty c.S. kBMF loops refer to linking kBMF off of either c.S or 5K to get extended combos. In midscreen, 5K > kBMF is used because of c.S sending opponents too far to loop another kBMF. In the corner, it depends on the starter, but c.S > kBMF loops are more damaging. However, certain combos will require 5K > kBMF loops due to gravity or proximity distance causing 5S to come out as f.S. The issue of proximity distance can be resolved by performing a micro-walk to ensure c.S comes out, but if the issue is gravity then it is required to use 5K instead.

Generally speaking, it is difficult to convert into kBMF loops meterlessly midscreen without some situation such as a CH 2H for instance. A notable confirm is when c.S catches a backdash and scores an air hit. It is possible to follow up with kFMF, 5K > kBMF, 2S > Forward Mega Fist on mid and heavyweights for a hefty punish and corner carry. On lightweights, 2S > Forward Mega Fist will whiff, but it is possible to perform a kara-cancelled Heat Knuckle (known as kHK, 6236K~H). It is a tight link, and taking the okizeme from kBMF is usually better as this setup will allow for a meaty Garuda. With that in mind, metered starters like CH 5H > Hammer Fall can be Quick Forward Dash Roman Cancelled (66RRC~) into kBMF loops (CH 5H > Hammer Fall > 66RRC~5K > kBMF, micro-walk > 5K > kBMF) for corner carry and wall break (2S > Forward Mega Fist, WS Heat Knuckle) from round start distance. This also works for CH f.S and CH 2S into Hammer Fall. In some midscreen kBMF loops, the first 5K is omitted, such as c.S > 2H > Forward Mega Fist ▷ 66PRC > kBMF, micro-walk > 5K > kBMF.

However, in the corner, any hit that leaves the opponent high enough (e.g. CH 2H, Forward Mega Fist) for at least a 5K, but ideally c.S, to not OTG can usually be converted into kBMF loops. A CH 6H can also be converted meterlessly into kBMF loops by using a kBMF to pick up in the corner. With 50 Tension, the corner is Potemkin's oyster. Any stray hit, such as 5D, 2D, Forward Mega Fist, etc., and even normal throw and Potemkin Buster can be confirmed into two kBMF loops if not three, resulting in a 2H/5H wallsplat and Heat Knuckle ender. If going for two or less kBMF loops, then 5K > 6H wallsplat leaves opponents at the ideal height for Heat Knuckle to break the wall. If, due to gravity, Heat Knuckle cannot be used to break the wall, then c.S > 6H to wallsplat and a second 6H to break the wall is preferred; there are certain combos where 5K > 6H, WS 6H must be used due to extreme gravity scaling (e.g. Corner Hammer Fall > 66RRC~). The ending route should be chosen based on number of kBMF loops performed. At two kBMF loops or less, then c.S > 6H, WS 6H is usually the most damaging route meterless; with metered routes, Heat Knuckle is usually better due to Roman Cancel damage scaling (see: Roman Cancel Slowdown section). For three kBMF loops, 2H, WS Heat Knuckle is the preferred ender due to damage scaling (see: Proration section). However, the consequence of using Heat Knuckle as an ender is that it builds a moderate amount more Burst and Tension for your opponent relative to 6H ender. Another way to route into metered kBMF loops in the corner is by using the guard crush of a meaty Garuda and performing a Dash Blue Roman Cancel (66BRC). Potemkin can go into kBMF loops off 2D by using the BRC slowdown for roughly 300 damage, and the 5D option is very punishing too. Potemkin Buster still remains a powerful tool for opponents attempting to spot the high/low strike option and not considering a throw in this mixup scenario.

If choosing to optimize corner combos for wall health, then 3 hits into kBMF > 6H (> Hammer Fall) is near optimal; usually sacrificing only 3-5 damage on average against 100% wall health. If using Blue Roman Cancel then 4 hits into kBMF, 6H (> Hammer Fall) will work when the slowdown is used for the 4th hit as well (e.g. CH 2H > HFB, microwalk 5K > kBMF, 66BRC > c.S > kBMF, 6H > Hammer Fall, WS 6H as a midscreen-to-wall confirm). However it skyrockets in value when wall health is reduced as wall stick will usually occur on 6H, so a Hammer Fall Break into 6H is possible. If the opponent's RISC has been increased a decent amount, then these routes are extremely valuable as the lack of damage scaling on hits due to RISC will allow the kBMFs and 6Hs to shred the opponent's health. An example combo is CH 2H > HFB, kBMF, c.S > kBMF, 6H > Hammer Fall, WS 6H. This combo does 319 damage relative to the optimal version's 321, however with some wall damage it outperforms by 12 points. A comparison video of the two combos can be seen [here].

Using Giganter as a wall break ender is fine, but unlike other characters Potemkin has a difficult time getting okizeme off the hard knockdown from it post-stage transition. If opting to use Giganter, then having it spaced (5K/c.S > 6H, WS will automatically space) so the initial hit does not break the wall and rather the "shield" that it generates starts hitting the opponent on the wall is ideal; it allows a 6H to be fit in before the third and final hit of Giganter's "shield" breaks the wall. This version is slightly more damage than using a raw Giganter to break the wall. In order to get an okizeme followup, Potemkin must perform a kara-cancelled meaty Garuda (known as kGaruda, 2146K~H), but it is susceptible to being reversal backdashed. Potemkin is safe on whiff in this setup, however a reversal backdash followed by a Dash Blue Roman Cancel (66BRC) leaves Potemkin open to being punished.

There is growing contention that Potemkin should opt for OTG pressure resets in the corner rather than breaking the wall. The idea is that Potemkin is at his strongest when the opponent is unable to escape Garuda oki easily via intentionally backdashing to eat the hit and reset to neutral. There are two general ways that Potemkin sets up his OTG reset: the first is an OTG 5K/6K/c.S > micro-delayed Garuda which leads to double Garuda oki while catching reversal backdash, but is reaction-punishable with a reversal overdrive versus savvy players who are eyeing the startup of Garuda. The second method involves an OTG kBMF which leaves Potemkin plus enough to micro-walk into a meaty c.S and is completely safe against reversal overdrives. Potemkin can attempt to go for a micro-delayed Potemkin Buster attempt (take into account the 5f throw invulnerability on wakeup) which has the potential to end the round. The benefit of this version is that it herds the opponent into relying on fuzzy jumping out of the pressure reset which can be blown up with a micro-delayed c.S aimed at the opponent’s prejump frames.

Beginner Potemkin players should not worry about kBMF confirms or loops at all. kBMFs are a valuable tool for intermediate and advanced Potemkin players who have the execution to perform these loops; Potemkin as a character already outputs very high damage with basic confirms into solid setplay with the strike/throw mix from c.S and Garuda okizeme. kBMFs are not necessary to perform well as Potemkin at high levels of play, but are capable of turning a basic punish into a devastating one.

External Links/Videos

Video guide by DSbro showing kBMF loop concepts