GGST/Potemkin/Combos: Difference between revisions

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<center>{{Character Label|GGST|Potemkin|45px}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}


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==Combo Theory==
==Combo Theory==
Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. {{clr|5|2D}}, {{MiniMoveCard|game=GGST|chara=Potemkin|input=236P|label=Mega Fist}}, '''CH''' {{clr|1|6P}}, Throw) and approaching via {{MiniMoveCard|game=GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall Break}} to continue pressure with either a [[meaty]] {{clr|3|c.S}} or {{MiniMoveCard|game=GGST|chara=Potemkin|input=214H|label=Garuda}} {{keyword|okizeme}}.  
Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. {{clr|5|2D}}, '''CH''' {{clr|1|6P}}, Throw) and approaching via {{MiniMoveCard|game=GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall Break}} to continue pressure with either a [[meaty]] {{clr|3|c.S}} or {{MiniMoveCard|game=GGST|chara=Potemkin|input=214H|label=Garuda}} {{keyword|okizeme}}.  


The bulk of Potemkin's damage will come from {{MiniMoveCard|game=GGST|chara=Potemkin|input=632146P|label=Potemkin Buster}}, Garuda chip damage, as well as metered confirms to cash out on hit.  
The bulk of Potemkin's damage will come from {{MiniMoveCard|game=GGST|chara=Potemkin|input=632146P|label=Potemkin Buster}}, Garuda chip damage, as well as metered confirms to cash out on hit.  
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{{!}}-
{{!}}-
{{!}}{{!}} [Grounded hit] > {{clr|5|2D}} > Hammer Fall Break {{!}}{{!}} Both safejump and Garuda oki are possible.
{{!}}{{!}} [Grounded hit] > {{clr|5|2D}} > Hammer Fall Break {{!}}{{!}} Both safejump and Garuda oki are possible.
{{!}}-
{{!}}{{!}} ... (air) Mega Fist {{!}}{{!}} Standard air-ender for combos. Gives best oki (meaty Garuda) in short combos.
{{!}}-  
{{!}}-  
{{!}}{{!}} ... (air) Garuda {{!}}{{!}} Best damage and corner carry, but weakest oki (only {{clr|3|c.S}}) unless near corner.
{{!}}{{!}} ... (air) Garuda {{!}}{{!}} Best damage and corner carry, but weakest oki (only {{clr|3|c.S}}) unless near corner.
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Potemkin's air ender of choice depends on what the player wants to achieve:
Potemkin's air ender of choice depends on what the player wants to achieve:
* Utilizing '''Mega Fist''' as an ender will give you fantastic oki in short routes (e.g. {{clr|3|c.S}} > {{clr|4|2H}} > Mega Fist) as it allows for a meaty Garuda. In longer/more scaled routes however, it will only give a meaty {{clr|3|c.S}}.
* After Season 3, '''Mega Fist''' is no longer a preferred ender due to soft knockdown restricting okizeme. However, near corner, it can be used in conjunction with a kGaruda immediately after landing which will hit meaty.
* Utilizing '''Garuda''' as an ender will always give a meaty {{clr|3|c.S}} anywhere and/or Garuda okizeme when near corner, but gives great corner carry for stronger potential pressure.
* Utilizing '''Garuda''' as an ender will always give a meaty {{clr|3|c.S}} anywhere and/or Garuda okizeme when near corner, but gives great corner carry for stronger potential pressure.
* The knockdown from '''Heat Knuckle''' is too short to get any okizeme from, even with a full-screen Hammer Fall Break. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and [[GGST/Gauges#Positive Bonus|Positive Bonus]].  
* The knockdown from '''Heat Knuckle''' is too short to get any okizeme from, even with a full-screen Hammer Fall Break. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and [[GGST/Gauges#Positive Bonus|Positive Bonus]].  
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! Snippet !! Notes
! Snippet !! Notes
{{!}}-
{{!}}-
{{!}}{{!}} '''CH''' {{clr|3|c.S}} > {{clr|4|2H}} > Hammer Fall Break, {{clr|2|5K}} > kBMF, {{clr|3|2S}} > Mega Fist {{!}}{{!}} Mid/heavyweight route into okizeme.
{{!}}{{!}} '''CH''' {{clr|3|c.S}} > {{clr|4|2H}} > Hammer Fall Break, {{clr|2|5K}} > kBMF {{!}}{{!}} Standard route for Garuda okizeme. {{clr|3|2S}} > Mega Fist can be added on for additional damage at the cost of okizeme.
{{!}}-
{{!}}-
{{!}}{{!}}(air) {{clr|3|c.S}} > kFMF, {{clr|2|5K}} > kBMF, {{clr|3|2S}} > Mega Fist {{!}}{{!}} Best as a [[GGST/Gauges#Burst_Gauge|Burst]] punish.
{{!}}{{!}}(air) {{clr|3|c.S}} > kFMF, {{clr|2|5K}} > kBMF {{!}}{{!}} Best as a [[GGST/Gauges#Burst_Gauge|Burst]] punish.
{{!}}-
{{!}}-
{{!}}{{!}}'''CH''' {{clr|4|6H}} > HFB, {{clr|2|5K}} > kBMF, ... {{!}}{{!}} Midscreen DP punish. Go into loops after picking up in corner.
{{!}}{{!}}'''CH''' {{clr|4|6H}} > HFB, {{clr|2|5K}} > kBMF, ... {{!}}{{!}} Midscreen DP punish. Go into loops after picking up in corner.
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* '''In corner''', it depends on the starter, but {{clr|3|c.S}} > kBMF loops are superior. However, certain combos will require {{clr|2|5K}} > kBMF loops due to [[GGST/Damage#Gravity|gravity]] or proximity distance causing {{clr|3|5S}} to come out as {{clr|3|f.S}}.
* '''In corner''', it depends on the starter, but {{clr|3|c.S}} > kBMF loops are superior. However, certain combos will require {{clr|2|5K}} > kBMF loops due to [[GGST/Damage#Gravity|gravity]] or proximity distance causing {{clr|3|5S}} to come out as {{clr|3|f.S}}.
** The issue of proximity distance can be resolved by performing a micro-walk to ensure {{clr|3|c.S}} comes out, but if the issue is [[GGST/Damage#Gravity|gravity]] then it is required to use {{clr|2|5K}} instead.
** The issue of proximity distance can be resolved by performing a micro-walk to ensure {{clr|3|c.S}} comes out, but if the issue is [[GGST/Damage#Gravity|gravity]] then it is required to use {{clr|2|5K}} instead.
'''NOTE''': On lightweights, the {{clr|3|2S}} link after kBMF (in the provided sample combos) will whiff, but it is possible to perform a [[Kara_Cancel|kara-cancelled]] Heat Knuckle (known as kHK, {{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}}). It is a tight link, and taking the okizeme from kBMF is usually better as this setup will allow for a [[meaty]] Garuda.
}}
}}
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There exists a unique version of kBMF known as JFkBMF ([https://glossary.infil.net/?t=Just%20Frame Just Frame] [[Kara_Cancel|kara-cancelled]] Back Mega Fist). Here is a [https://youtu.be/Ne8iUPcCD_8 visual representation] of what it looks like compared to a regular kBMF. A JFkBMF occurs when kBMF lands on the opponent on the same frame they hit the ground, but it will not [[GGST/Damage#Off_The_Ground|OTG]] and instead bounces them slightly closer.
There exists a unique version of kBMF known as JFkBMF ([https://glossary.infil.net/?t=Just%20Frame Just Frame] [[Kara_Cancel|kara-cancelled]] Back Mega Fist). Here is a [https://youtu.be/Ne8iUPcCD_8 visual representation] of what it looks like compared to a regular kBMF. A JFkBMF occurs when kBMF lands on the opponent on the same frame they hit the ground, but it will not [[GGST/Damage#Off_The_Ground|OTG]] and instead bounces them slightly closer.


The following table provides JFkBMF adjustments to two common routes to ensure they work on lightweights:
The following table provides JFkBMF adjustments to two common routes to ensure they are more stable:
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! Snippet !! Notes
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{{!}}{{!}} '''CH''' {{clr|3|c.S}} > {{clr|4|2H}} > Hammer Fall Break, {{clr|2|5K}} > JFkBMF, {{clr|3|2S}} > Mega Fist  {{!}}{{!}} Adjusted '''CH''' {{clr|3|c.S}} route allowing for oki on lightweights.
{{!}}{{!}} '''CH''' {{clr|4|5H}} > Hammer Fall, 66RRC~{{clr|2|5K}} > JFkBMF, microwalk, {{clr|2|5K}} > kBMF ... {{!}}{{!}} Adjusted midscreen loop route for stability from further hits.
{{!}}-
{{!}}{{!}} '''CH''' {{clr|4|5H}} > Hammer Fall, 66RRC~{{clr|2|5K}} > JFkBMF, microwalk, {{clr|2|5K}} > kBMF ... {{!}}{{!}} Adjusted midscreen loop route for lightweights.
{{!}}}
{{!}}}


The implications for Potemkin's combo theory are:
The implications for Potemkin's combo theory are:
* Midscreen loops as well as {{clr|3|2S}} links after kBMF work on lightweights ''as long as'' the first kBMF is a JFkBMF.
* Midscreen loops as well as certain extensions work ''only and only if'' the kBMF is a JFkBMF.
*JFkBMF is guaranteed to not wallsplat if the wall damage of a regular kBMF would incur the wallsplat. It is possible to perform a JFkBMF to effectively push the threshold and earn an extra hit's worth of damage.
* JFkBMF is guaranteed to not wallsplat if the wall damage of a regular kBMF would incur the wallsplat. It is possible to perform a JFkBMF to effectively push the threshold and earn an extra hit's worth of damage.
**In JFkBMF corner optimizations, the best route is usually {{clr|4|2H}}, WS HFB > Heat Knuckle as {{clr|4|5H}}, WS HFB > {{clr|4|6H}} is too heavily scaled.
**In JFkBMF corner optimizations, the best route is usually {{clr|4|2H}}, WS HFB > Heat Knuckle as {{clr|4|5H}}, WS HFB > {{clr|4|6H}} is too heavily scaled.


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In terms of metered conversions, Potemkin's strongest asset comes from his routes utilizing [[GGST/Potemkin#Giganter_Kai|Giganter]] and his ability to access those routes by kara-cancelling Hammer Fall Break into Giganter (denoted HFBkG, {{clr|4|[4]6H}}~{{clr|4|32146}}{{clr|1|P}}+{{clr|4|H}}).
In terms of metered conversions, Potemkin's strongest asset comes from his routes utilizing [[GGST/Potemkin#Giganter_Kai|Giganter]] and his ability to access those routes by kara-cancelling Hammer Fall Break into Giganter (denoted HFBkG, {{clr|4|[4]6H}}~{{clr|4|32146}}{{clr|1|P}}+{{clr|4|H}}). There is also the kara-cancelled Hammer Fall into a kara-cancelled Break into Giganter (denoted kHFBkG, {{clr|4|[4]}}{{clr|2|6K}}~{{clr|4|H}}~{{clr|4|32146}}{{clr|1|P}}+{{clr|4|H}}).
 
It provides extremely stable conversions regardless of character-specific aerial hurtboxes; the routes using Giganter are also the most damaging by a solid margin with the only consequence being a heavy [[GGST/Gauges#Tension_Gain_Penalty|tension gain penalty]] for 460F (7 2⁄3 seconds). With this in mind, it is ideal to use Giganter to lead into a wall break to offset the harsh penalty with [[GGST/Gauges#Positive_Bonus|positive bonus]].  


It provides extremely stable conversions regardless of character-specifics such as weight or aerial hurtbox; the routes using Giganter are also the most damaging by a solid margin with the only consequence being a heavy [[GGST/Gauges#Tension_Gain_Penalty|tension gain penalty]] for 460F (7 2⁄3 seconds). With this in mind, it is ideal to use Giganter to lead into a wall break to offset the harsh penalty with [[GGST/Gauges#Positive_Bonus|positive bonus]].  
There are two main ways to route into Giganter.
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! Snippet !! Notes
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{{!}}{{!}} ... {{clr|3|2S}} > HFBkG ... {{!}}{{!}} Standard confirm. Works every time.
{{!}}-
{{!}}{{!}} ... kBMF, kHFBkG ... {{!}}{{!}} Optimized pickup to omit {{clr|3|2S}}, performed as a {{keyword|link}}. Also works in routes where {{clr|3|2S}} barely whiffs.
{{!}}}


The filler routing after Giganter connects is straightforward:  
The filler routing after Giganter connects is straightforward:  
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! Snippet !! Notes
! Snippet !! Notes
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{{!}}{{!}} ... Giganter, {{clr|4|6H}} > Mega Fist ... {{!}}{{!}} Standard filler for Giganter confirms.
{{!}}{{!}} ... Giganter, {{clr|4|6H}} > HFB, k[Flick] ... {{!}}{{!}} Optimal filler for Giganter confirms, use when near corner for a kBMF pickup after.
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{{!}}{{!}} ... Giganter, {{clr|4|6H}} > Mega Fist ... {{!}}{{!}} Standard filler for Giganter confirms, used further from the corner.
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{{!}}-
{{!}}{{!}} ... Giganter, ({{clr|4|2H}} > Mega Fist whiff)×2 ... {{!}}{{!}} Adjusted version to cover more distance. Requires high Giganter hit.
{{!}}{{!}} ... Giganter, ({{clr|4|2H}} > Mega Fist whiff)×2 ... {{!}}{{!}} Adjusted version to cover more distance. Requires high Giganter hit.
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{{!}}}
{{!}}}


* '''{{clr|4|6H}} > Hammer Fall''' is the best possible filler, and Giganter should be delayed to ensure {{clr|4|6H}} hits (e.g. {{clr|3|c.S}} > {{clr|4|2H}} > dl. HFBkG ...).
* '''{{clr|4|6H}} > HFB, k[Flick], kBMF''' is the best possible filler routing, and Giganter should be delayed to ensure {{clr|4|6H}} hits (e.g. {{clr|3|c.S}} > {{clr|4|2H}} > dl. HFBkG ...).
* '''{{clr|4|6H}} > Mega Fist''' should be used when {{clr|4|6H}} > Hammer Fall filler isn't close enough to the wall to get an ender that will result in wallsplat or requires more wall damage.  
* '''{{clr|4|6H}} > Mega Fist''' should be used when {{clr|4|6H}} > Hammer Fall/k[Flick] filler isn't close enough to the wall to get an ender that will result in wallsplat or requires more wall damage.  
* '''{{clr|4|6H}} > HFB''' and walking with the shield to the wall is used when [[GGST/Damage#The_Wall|wall damage is capped]] due to the walls not being close enough (i.e. not visible on screen).
* '''{{clr|4|6H}} > HFB''' and walking with the shield to the wall is used when [[GGST/Damage#The_Wall|wall damage is capped]] due to the walls not being close enough (i.e. not visible on screen).
* '''({{clr|4|2H}} > Mega Fist whiff)×2''' is used when even further from the wall. This trades off a notable amount of damage and generally isn't worth routing. Use a Roman Cancel route or save the meter instead.
* '''({{clr|4|2H}} > Mega Fist whiff)×2''' is used when even further from the wall. This trades off a notable amount of damage and generally isn't worth routing. Use a Roman Cancel route or save the meter instead.
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;Midscreen
;Midscreen
* Giganter routes are the king of midscreen. Use these confirms when you want to take the opponent to the corner and break the wall to offset the tension penalty from using Giganter.
* Giganter routes are the king of midscreen. Use these confirms when you want to take the opponent to the corner and break the wall to offset the tension penalty from using Giganter.
* In routes where {{clr|3|2S}} whiffs, it can be worth opting for a kHFBkG {{keyword|link}} to keep the combo going.
;Corner
;Corner
* Giganter should only be used to tack on extra damage after wallsplat, as it can give hard knockdown for Potemkin to continue pressure after the wall break.
* Giganter should only be used to tack on extra damage after wallsplat, as it can give hard knockdown for Potemkin to continue pressure after the wall break.
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FRC routing follows as such:
FRC routing follows as such:
* '''Potemkin Buster RRC~{{clr|5|5[D]}}''' provides a stable, universal follow up to Potemkin Buster, allowing for a combo into oki midscreen or wallbreak in corner.
* '''Potemkin Buster RRC~{{clr|5|5[D]}}''' provides a stable, universal follow up to Potemkin Buster, allowing for a combo into oki midscreen or wallbreak in corner.
* '''Hammer Fall RRC~{{clr|2|5K}} > kBMF''' is another stable follow up, with weight-specific options after the kBMF. In the corner however, {{clr|3|c.S}} can be used instead for more damage during loops.
* '''Hammer Fall RRC~{{clr|2|5K}} > kBMF''' is another stable follow up. In the corner however, {{clr|3|c.S}} can be used instead for more damage during loops.
** Confirms such as '''CH''' {{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|5H}} > Hammer Fall are a great spot to FRC for meter conservation.
** Confirms such as '''CH''' {{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|5H}} > Hammer Fall are a great spot to FRC for meter conservation.


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;Corner
;Corner
* Roman Cancel routes allow Potemkin to cash out on confirms without pre-emptively breaking the wall.
* Roman Cancel routes allow Potemkin to cash out on confirms without pre-emptively breaking the wall.
* Fast Roman Cancels can even make some of Potemkin's confirms (such as Potemkin Buster FRC) meter positive routes.
* Fast Roman Cancels can even make some of Potemkin's confirms (such as Potemkin Buster RRC~) meter positive routes.
}}
}}
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{{!}}-  
{{!}}-  
{{!}}{{!}} ... [{{clr|3|c.S}}/{{clr|2|5K}} > kBMF]×N, {{clr|4|5H}}/{{clr|4|2H}}, WS HFB, {{clr|4|6H}}/Heat Knuckle {{!}}{{!}} N=# of loops. Usually 2, sometimes 3.
{{!}}{{!}} ... [{{clr|3|c.S}}/{{clr|2|5K}} > kBMF]×N, {{clr|4|5H}}/{{clr|4|2H}}, WS HFB, {{clr|4|6H}}/Heat Knuckle {{!}}{{!}} N=# of loops. Usually 2, sometimes 3.
{{!}}-
{{!}}{{!}} [1 hit] > kBMF, {{clr|4|2H}} > [Flick], kBMF {{!}}{{!}} Optimal extension in corner kBMF routing, Very reliant on gravity scaling; use whenever possible though.
{{!}}-
{{!}}-
{{!}}{{!}} [3 hits] > kBMF, {{clr|4|6H}} > Hammer Fall, WS {{clr|4|6H}} {{!}}{{!}} {{clr|4|6H}} > Hammer Fall version for wall damage.
{{!}}{{!}} [3 hits] > kBMF, {{clr|4|6H}} > Hammer Fall, WS {{clr|4|6H}} {{!}}{{!}} {{clr|4|6H}} > Hammer Fall version for wall damage.
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* '''Heat Knuckle''' builds a moderate amount more of resources for the opponent, but provides a nice way to [[GGST/Damage#Guts|crush guts]] with its guaranteed damage, even in extremely scaled combos.
* '''Heat Knuckle''' builds a moderate amount more of resources for the opponent, but provides a nice way to [[GGST/Damage#Guts|crush guts]] with its guaranteed damage, even in extremely scaled combos.


Generally speaking, {{clr|4|6H}} is preferable most of the time for the sake of building less resources. The damage loss is negligible (~1-3 damage).
Generally speaking, {{clr|4|6H}} is preferable most of the time for the sake of building less resources. The damage loss is negligible (~1-3 damage). However, in FRC routes, ending in Heat Knuckle can turn some combos meter positive (e.g. Potemkin Buster RRC~) while still gaining positive bonus.


If choosing to optimize corner combos for [[GGST/Damage#The_Wall|wall health]]:
If choosing to optimize corner combos for [[GGST/Damage#The_Wall|wall health]]:
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==Combo List==
==Combo List==
These combos are concrete implementations of the combo theory above. It is a non-exhaustive list, but tries to cover most scenarios.
These combos are concrete implementations of the combo theory above. It is a non-exhaustive list, but tries to cover most scenarios.
 
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*Currently, every damage value here has only been dealt to '''Ky'''.
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->


====P Starters====
====P Starters====
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|5P}} > {{clr|1|5P}} > ...
|combo = {{clr|1|5P}} > {{clr|1|5P}}/{{clr|1|2P}} > {{clr|H|41236H}}
|position = Close
|position = Close
|damage = 64 (3 hits)
|damage =  
|tensionGain = 10 (3 hits)
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Basic 5f punish, number of punches will vary with range.
|notes = Basic 5f punish, Heat Tackle may not connect if too far. Kara Heat Tackle required for c.S oki.
|video =  
|video =  
|recipePC =  
|recipePC =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|5P}} > {{clr|1|5P}} > ...
|combo = {{clr|1|5P}} > {{clr|1|2P}} > {{clr|H|4123}}{{clr|K|6K}}~{{clr|H|H}}
|position = Close
|position = Close
|damage = 64 (3 hits)
|damage = 76 (3 hits)
|tensionGain = 10 (3 hits)
|tensionGain = 13 (3 hits)
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Medium - Very Hard
|notes = Basic 5f punish, number of punches will vary with range.
|notes = Depending on how far the opponent is after 2P, the Kara Heat Tackle afterwards could be frame perfect. This combo gives c.S oki after light mash.
|video =  
|video =  
|recipePC =  
|recipePC =  
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|tensionGain = 13
|tensionGain = 13
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = {{clr|1|5P}} must hit meaty to link to {{clr|3|c.S}}. Universal confirm; use when unsure if {{clr|4|2H}} will connect. If opting to keep them grounded (i.e. for a wallslump reset) then replace {{clr|5|2D}} with {{clr|3|2S}} > {{clr|4|5H}} for 110 damage and 17 tension gain at the cost of no okizeme.
|notes = {{clr|1|5P}} must hit meaty or counterhit to link to {{clr|3|c.S}}. Universal confirm; use when unsure if {{clr|4|2H}} will connect. If opting to keep them grounded (i.e. for a wallslump reset) then replace {{clr|5|2D}} with {{clr|3|2S}} > {{clr|4|5H}} for 110 damage and 17 tension gain at the cost of no okizeme.
|video =  
|video =  
|recipePC =  
|recipePC =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|5P}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}}
|combo = {{clr|1|5P}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|H|214H}}
|position = Close
|position = Close
|damage = 109
|damage =  
|tensionGain = 21
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = {{clr|1|5P}} must hit meaty to link to {{clr|3|c.S}}. Consistent on big bodies, but requires a deep {{clr|1|5P}} hit on smaller characters.
|notes = {{clr|1|5P}} must hit meaty or counterhit to link to {{clr|3|c.S}}. Meterless conversion from safejab.
|video = [https://youtu.be/WEW8uNYijvE?t=26 Video]
|video = [https://youtu.be/WEW8uNYijvE?t=26 Video]
|recipePC =  
|recipePC =  
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|tensionGain = -37 (-33)
|tensionGain = -37 (-33)
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = {{clr|1|5P}} must hit meaty to link to {{clr|3|c.S}}. jc66BRC must be done quickly to stay grounded rather than have j.{{clr|3|S}} come out. Linking {{clr|3|c.S}} after kBMF can be tight, but is perfectly doable.
|notes = {{clr|1|5P}} must hit meaty or counterhit to link to {{clr|3|c.S}}. jc66BRC must be done quickly to stay grounded rather than have j.{{clr|3|S}} come out. Linking {{clr|3|c.S}} after kBMF can be tight, but is perfectly doable.
|video = [https://youtu.be/WEW8uNYijvE?t=41 Video]
|video = [https://youtu.be/WEW8uNYijvE?t=41 Video]
|recipePC =  
|recipePC =  
Line 417: Line 423:
|combo = {{clr|1|5P}}, {{clr|3|c.S}} jc66BRC, {{clr|4|2H}} > {{clr|4|[4]6H}}->{{clr|P|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|4|6H}} > {{clr|4|[4]6H}}, WS {{clr|4|6H}}
|combo = {{clr|1|5P}}, {{clr|3|c.S}} jc66BRC, {{clr|4|2H}} > {{clr|4|[4]6H}}->{{clr|P|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|4|6H}} > {{clr|4|[4]6H}}, WS {{clr|4|6H}}
|position = Corner
|position = Corner
|damage = 220
|damage = 228
|tensionGain = -31
|tensionGain = -31
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = {{clr|1|5P}} must hit meaty to link to {{clr|3|c.S}}. jc66BRC must be done quickly to stay grounded rather than have j.{{clr|3|S}} come out. Max damage confirm with 50 meter off {{clr|1|5P}} in corner.
|notes = {{clr|1|5P}} must hit meaty or counterhit to link to {{clr|3|c.S}}. jc66BRC must be done quickly to stay grounded rather than have j.{{clr|3|S}} come out. Max damage confirm with 50 meter off {{clr|1|5P}} in corner.
|video = [https://youtu.be/WEW8uNYijvE?t=53 Video]
|video = [https://youtu.be/WEW8uNYijvE?t=53 Video]
|recipePC =  
|recipePC =  
Line 434: Line 440:
|tensionGain = 19
|tensionGain = 19
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Quick anti-air combo that blasts the opponent away.
|notes = Quick anti-air combo that blasts the opponent away.
|video =  
|video =  
|recipePC =  
|recipePC = 96304
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = AA {{clr|1|5P}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|1|236P}}
|combo = AA {{clr|1|5P}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|H|41236H}}
|position = Close anti-air
|position = Close anti-air
|damage = 105
|damage =  
|tensionGain = 17
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Basic anti-air confirm into okizeme. Generally preferred over the AA {{clr|1|5P}} > {{clr|4|623H}} combo unless {{clr|4|623H}} will break the wall.
|notes = Basic anti-air confirm into okizeme. Omit {{clr|3|c.S}} if too far to connect. Replace {{clr|H|41236H}} with {{clr|H|214H}} for closer jump-ins for more consistent oki.
|video =  
|video =  
|recipePC =
|recipePC =
|recipePS =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = AA {{clr|1|5P}}, [{{clr|3|2S}}] or [{{clr|4|2H}}] > {{clr|1|236P}}
|position = Close anti-air
|damage = 86/92
|tensionGain = 14/15
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|notes = Alternative to above combo. Use if not in range for {{clr|3|c.S}} to connect. {{clr|3|2S}} link whiffs on a '''lower''' AA {{clr|1|5P}} where {{clr|4|2H}} would succeed, and {{clr|4|2H}} link whiffs on a '''further''' AA {{clr|1|5P}} where {{clr|3|2S}} would succeed. This route is used if intending to PRC after the {{clr|1|236P}} for an extended combo.
|video =
|recipePC =  
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 476: Line 468:
|tensionGain = -10/-16
|tensionGain = -10/-16
|worksOn = All
|worksOn = All
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard
|notes = Metered anti-air route that gives wallbreak from round start. jc66BRC must be done quickly to stay grounded rather than have j.{{clr|3|S}} come out. HFB not necessary at end but gives more meter. Last kBMF is a JFkBMF. If using {{clr|4|6H}} ender then replace {{clr|4|2H}} with {{clr|4|5H}} for 228 damage.
|notes = Metered anti-air route that gives wallbreak from round start. jc66BRC must be done quickly to stay grounded rather than have j.{{clr|3|S}} come out. HFB not necessary at end but gives more meter. Last kBMF is a JFkBMF. If using {{clr|4|6H}} ender then replace {{clr|4|2H}} with {{clr|4|5H}} for 228 damage.
|video = [https://www.youtube.com/watch?v=5gy0mtxpBTM Video]
|video = [https://www.youtube.com/watch?v=5gy0mtxpBTM Video]
Line 491: Line 483:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|2P}} > {{clr|1|2P}} > ...
|combo = {{clr|1|2P}} > {{clr|1|2P}} > {{clr|H|41236H}}
|position = Close
|position = Close
|damage = 55 (3 hits)
|damage =  
|tensionGain = 10 (3 hits)
|tensionGain =
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Slower punish / poke that is less likely to whiff on low-profile opponents.
|notes = Basic light confirm. {{clr|H|41236H}} will whiff at max range. Kara Heat Tackle for better oki.
|video =  
|video =  
|recipePC =  
|recipePC =  
Line 516: Line 508:
|tensionGain = 18
|tensionGain = 18
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Basic confirm off your dedicated anti-air button.
|notes = Basic confirm off your dedicated anti-air button.
|video =  
|video =  
|recipePC =  
|recipePC = 96306
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|1|6P}} > {{clr|4|236P}}
|combo = '''CH''' {{clr|1|6P}} > {{clr|H|214H}}
|position = Close
|position = Close
|damage = 85
|damage =  
|tensionGain = 14
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Basic CH confirm off your dedicated anti-air button into oki. It's possible to OS the proper followup of {{clr|4|623H}} for normal {{clr|1|6P}} and this combo by inputting {{clr|1|6P}} > {{clr|4|236H}}~{{clr|1|236P}} using counterhit hitstop OS.
|notes = Basic CH confirm off your dedicated anti-air button into oki. Can alternatively go directly into {{clr|H|632146H}} for huge damage.
|video =  
|video =  
|recipePC =  
|recipePC =  
Line 540: Line 532:


----
----
====K Starters====
====K Starters====
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
Line 552: Line 545:
|tensionGain = 9 (16) [12]
|tensionGain = 9 (16) [12]
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = [4] should be held during before start of combo. Can [[GGST/Attack_Attributes|OTG]] with Hammer Fall or use Hammer Fall Break ({{clr|4|[4]6H}}->{{clr|1|P}}) for [[okizeme]].
|notes = [4] should be held during before start of combo. Can [[GGST/Attack_Attributes|OTG]] with Hammer Fall or use Hammer Fall Break ({{clr|4|[4]6H}}->{{clr|1|P}}) for [[okizeme]].
|video =  
|video =  
|recipePC =  
|recipePC = 96308
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 561: Line 554:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = [{{clr|2|5K}}] or [{{clr|2|2K}}] > {{clr|5|2D}} > 66PRC, {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|2S}} > {{clr|1|236P}}
|combo = [{{clr|2|5K}}] or [{{clr|2|2K}}] > {{clr|5|2D}} > 66PRC, {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|2S}} > {{clr|H|41236H}}
|position = Midscreen
|position = Midscreen
|damage = 143/138
|damage =  
|tensionGain = -38
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Basic metered conversion from {{clr|2|5K}}/{{clr|2|2K}} starter.
|notes = Basic metered conversion from {{clr|2|5K}}/{{clr|2|2K}} starter.
|video =  
|video =  
|recipePC =  
|recipePC = 96311
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 586: Line 579:
|tensionGain = ?/?
|tensionGain = ?/?
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = kBMF loop route from {{clr|2|6K}} frametrap in corner (i.e. {{clr|3|c.S}} > {{clr|2|6K}} catching jump)
|notes = kBMF loop route from {{clr|2|6K}} frametrap in corner (i.e. {{clr|3|c.S}} > {{clr|2|6K}} catching jump)
|video =  
|video =  
Line 595: Line 588:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|2|6K}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}}
|combo = '''CH''' {{clr|2|6K}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|H|214H}}
|position = Close
|position = Close
|damage = 158
|damage =  
|tensionGain = 26
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Basic confirm for CH {{clr|2|6K}}.
|notes = Basic confirm for CH {{clr|2|6K}}.
|video =  
|video =  
Line 614: Line 607:
|tensionGain = 36
|tensionGain = 36
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Must be a Kara Buster to reach, and will not reach from a far-spaced CH {{clr|2|6K}}. In the situation that kPB will whiff, use {{clr|5|2D}} for 137 damage + oki or {{clr|3|2S}} > {{clr|4|5H}} for 169 damage.
|notes = Must be a Kara Buster to reach, and will not reach from a far-spaced CH {{clr|2|6K}}. In the situation that kPB will whiff, use {{clr|5|2D}} for 137 damage + oki or {{clr|3|2S}} > {{clr|4|5H}} for 169 damage.
|video =  
|video =  
|recipePC =  
|recipePC = 96313
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 624: Line 617:


----
----
====S Starters====
====S Starters====
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
Line 636: Line 630:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = When {{clr|4|2H}} won't reach <br> Your go-to midscreen poke confirm.
|notes = When {{clr|4|2H}} won't reach <br> Your go-to midscreen poke confirm.
|video = [https://youtu.be/OLpfbLK2TJs?t=5 Video]
|video = [https://youtu.be/OLpfbLK2TJs?t=5 Video]
|recipePC =  
|recipePC = 96298
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 650: Line 644:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Meterless conversion when close enough for {{clr|4|2H}}<br>Insert {{clr|3|2S}} when very close.
|notes = Meterless conversion when close enough for {{clr|4|2H}}<br>Insert {{clr|3|2S}} when very close.
|video = [https://youtu.be/OLpfbLK2TJs?t=8 Video]
|video = [https://youtu.be/OLpfbLK2TJs?t=8 Video]
Line 664: Line 658:
|tensionGain = ?/~47
|tensionGain = ?/~47
|worksOn = All ~ For large characters hold 6 during {{clr|1|236P}} > {{clr|3|c.S}}
|worksOn = All ~ For large characters hold 6 during {{clr|1|236P}} > {{clr|3|c.S}}
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Easy meterless wall combo. <br>Heat Knuckles gives More tension than {{clr|4|6H}}. Any move post wallbreak guarantees 50 tension.
|notes = Easy meterless wall combo. <br>Heat Knuckles gives More tension than {{clr|4|6H}}. Any move post wallbreak guarantees 50 tension.
|video = [https://youtu.be/OLpfbLK2TJs?t=15 Video]
|video = [https://youtu.be/OLpfbLK2TJs?t=15 Video]
|recipePC =  
|recipePC = 96264
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 673: Line 667:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}}, {{clr|2|5K}} > {{clr|4|6H}} > [{{clr|4|4}}]{{clr|4|6H}}->{{clr|1|P}} > {{clr|4|6H}}
|combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}}, {{clr|2|5K}} > {{clr|4|6H}} > ([{{clr|4|4}}]{{clr|4|6H}}),{{clr|4|6H}}
|position = Very Close, Corner
|position = Close, Corner
|damage = 265
|damage = 272
|tensionGain = ~35
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Easy meterless wall combo.
|notes = Easy meterless wall combo. May not wallsplat on {{clr|4|6H}} if there's not enough wall damage. In this case, use [{{clr|4|4}}]{{clr|4|6H}} to wallsplat. Buffered [{{clr|4|4}}]{{clr|4|6H}} can be cancelled immediately via ([{{clr|4|4}}]{{clr|4|6H}}{{clr|P|P}} if it wallsplats on {{clr|4|6H}} while still having time to break the wall with {{clr|4|6H}}.
|video = [https://youtu.be/6r-rH94xfhI Video]
|video = [https://youtu.be/6r-rH94xfhI Video]
|recipePC =  
|recipePC = 96266
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 687: Line 681:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}}, {{clr|2|K}} > {{clr|2|6K}} > {{clr|3|63214S}}, ({{clr|5|2D}}), WS, {{clr|4|6H}}
|combo = {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}}, {{clr|2|5K}} > {{clr|2|6K}} > {{clr|3|63214S}}, ({{clr|5|2D}}), WS, {{clr|4|6H}}
|position = Close, Corner
|position = Close, Corner
|damage = 241/(255)
|damage = 241/(255)
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = alternate route for basic wall break combo when the c.S would turn into f.S. [[https://youtu.be/KBUsdoEiWrs Video]]{{clr|5|2D}} needed when the character does not wall splat on {{clr|3|63214S}}
|notes = Alternate corner route for wallbreaks. {{clr|2|6K}} > {{clr|3|63214S}} in general is a useful route to recover from dropped Kara Back Megafist combos and still wallbreak. {{clr|5|2D}} needed when the character does not wall splat on {{clr|3|63214S}}
|video = [https://youtu.be/vEslU-Gn_p0 Video]
|video = [https://youtu.be/vEslU-Gn_p0 Video]
|recipePC =  
|recipePC = 96267
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 703: Line 697:
|combo = {{clr|3|c.S}} > ({{clr|3|2S}} >) {{clr|4|2H}} > {{clr|3|236236S}}
|combo = {{clr|3|c.S}} > ({{clr|3|2S}} >) {{clr|4|2H}} > {{clr|3|236236S}}
|position = Very Close
|position = Very Close
|damage = 257/263
|damage =  
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Burn 50 meter for increased damage and better Oki<br> {{clr|3|2S}} can be inserted when very close.
|notes = Burn 50 meter for increased damage and better Oki<br> {{clr|3|2S}} can be inserted when very close.
|video = [https://youtu.be/OLpfbLK2TJs?t=23 Video]
|video = [https://youtu.be/OLpfbLK2TJs?t=23 Video]
|recipePC =  
|recipePC = 96269
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 720: Line 714:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Pickup combo for when {{clr|4|2H}} would whiff.
|notes = Pickup combo for when {{clr|4|2H}} would whiff.
|video = [https://youtu.be/o1Vig5nCmec?t=102 Video]
|video = [https://youtu.be/o1Vig5nCmec?t=102 Video]
|recipePC =  
|recipePC = 96273
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 734: Line 728:
|tensionGain =  
|tensionGain =  
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = If you fail to 66RRC~{{clr|1|236P}}, you can {{clr|1|236K~P}} for the necessary distance. <br> {{clr|3|2S}} if you are very close. <br> Alternative Entry (Close Anti-Air); [{{clr|1|5P}}]x2 > {{clr|4|623H}} > ...
|notes = If you fail to 66RRC~{{clr|1|236P}}, you can {{clr|1|236K~P}} for the necessary distance. <br> {{clr|3|2S}} if you are very close. <br> Alternative Entry (Close Anti-Air); [{{clr|1|5P}}]x2 > {{clr|4|623H}} > ...
|video = [https://youtu.be/un8oBAAgzuI?t=20 Video]
|video = [https://youtu.be/un8oBAAgzuI?t=20 Video]
|recipePC =  
|recipePC = 96277
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 748: Line 742:
|tensionGain = -100
|tensionGain = -100
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Great meterdump after landing a {{clr|3|c.S}} midscreen.
|notes = Great meterdump after landing a {{clr|3|c.S}} midscreen.
|video = [https://youtu.be/OsGvwyFClxM Video]
|video = [https://youtu.be/OsGvwyFClxM Video]
Line 757: Line 751:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|3|c.S}} > {{clr|4|2H}} > [{{clr|4|4}}]{{clr|4|6H}}->{{clr|1|P}}, {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|2S}} > {{clr|1|236P}}
|combo = '''CH''' {{clr|3|c.S}} > {{clr|4|2H}} > [{{clr|4|4}}]{{clr|4|6H}}->{{clr|1|P}}, {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|4|41236H}}
|position = Close
|position = Close
|damage = 211
|damage =
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Universal (okizeme) confirm for '''CH''' {{clr|3|c.S}}. Requires a JFkBMF to get {{clr|3|2S}} > {{clr|1|236P}} vs lightweights. Replace {{clr|3|2S}} > {{clr|1|236P}} with kHK ({{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}}) for more damage and/or wallbreak.
|notes = Universal (okizeme) confirm for '''CH''' {{clr|3|c.S}}. {{clr|4|41236H}} gives better oki if slightly delayed. Dropping the combo at KBMF gives Garuda oki at the cost of damage. KBMF can also link into {{clr|S|2S}} but may require a JFKBMF at certain spacings - this link allows for an extension into HFBkGiganter for huge damage and corner carry.
|video = &lt;replace soon&gt;
|video = &lt;replace soon&gt;
|recipePC =  
|recipePC = 84122
|recipePS =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|3|c.S}} > {{clr|5|5D}}, {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|2S}} > {{clr|1|236P}}
|position = Close
|damage = 214
|tensionGain =
|worksOn = SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA
|difficulty = [4] {{clr|3|Medium}}
|notes = Optimal (okizeme) confirm for '''CH''' {{clr|3|c.S}} vs mid/heavyweights. The {{clr|5|5D}}, {{clr|2|5K}} link is tight but doable. Replace {{clr|3|2S}} > {{clr|1|236P}} with kHK ({{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}}) for more damage and/or wallbreak.
|video = &lt;replace soon&gt;
|recipePC =
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 796: Line 776:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Easy CH combo that closes a significant amount of space.
|notes = Easy CH combo that closes a significant amount of space.
|video = [https://www.youtube.com/watch?v=OLpfbLK2TJs Video]
|video = [https://www.youtube.com/watch?v=OLpfbLK2TJs Video]
|recipePC =  
|recipePC = 96301
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 810: Line 790:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = The timing on the HFB will vary depending on screen position. Extend with RRC > {{clr|4|2H}} > {{clr|4|623H}} for more damage/wallbreak in the corner.
|notes = The timing on the HFB will vary depending on screen position. Extend with RRC > {{clr|4|2H}} > {{clr|4|623H}} for more damage/wallbreak in the corner.
|video = [https://youtu.be/KcxMpxTL_10 Video]
|video = [https://youtu.be/KcxMpxTL_10 Video]
|recipePC =  
|recipePC = 96300
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 820: Line 800:


----
----
====H Starters====
====H Starters====
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
Line 827: Line 808:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|-
|combo = '''CH''' {{clr|4|5H}} > {{clr|4|[4]6H}}
|combo = '''CH''' {{clr|4|5H}} > {{clr|4|[4]6H}}
|position = Far
|position = Far
Line 832: Line 814:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Basic CH combo that converts a huge range poke into close range pressure. Can {{clr|4|[4]6H}}>{{clr|1|P}} instead.
|notes = Basic CH combo that converts a huge range poke into close range pressure. Can {{clr|4|[4]6H}}>{{clr|1|P}} instead.
|video =  
|video =  
|recipePC =  
|recipePC = 96319
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|4|5H}} > {{clr|4|[4]6H}} > 66RRC, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}}, ({{clr|1|236P}})
|combo = '''CH''' {{clr|4|5H}} > {{clr|4|[4]6H}} > 66RRC, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|214H}}
|position = Far
|position = Far
|damage = 204/222
|damage =  
|tensionGain = 20
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Extension. The first {{clr|1|236P}} must be cancelled into after a short delay. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
|notes = Basic extension for oki.
|video = [https://youtu.be/ytTGZIUrr1Y Video]
|video = [https://youtu.be/ytTGZIUrr1Y Video]
|recipePC =  
|recipePC = 96318
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 860: Line 842:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = First kBMF must be a JFkBMF in corner to get microwalk {{clr|2|5K}} to connect on lightweights (difficulty upgraded to [5] {{clr|5|Very Hard}}). At round start distance, it is possible to connect {{clr|3|2S}} > {{clr|1|236P}}, WS {{clr|4|6H}} afterwards for 302 damage and wallbreak.
|notes = First kBMF must be a JFkBMF in corner to get microwalk {{clr|2|5K}} to connect on lightweights (difficulty upgraded to [5] {{clr|5|Very Hard}}). At round start distance, it is possible to connect {{clr|3|2S}} > {{clr|1|236P}}, WS {{clr|4|6H}} afterwards for 302 damage and wallbreak.
|video =  
|video =  
Line 874: Line 856:
|tensionGain =  
|tensionGain =  
|worksOn = GI, IN, JC, MA, MI, RA, BA
|worksOn = GI, IN, JC, MA, MI, RA, BA
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Optimal confirm for lightweights. Removes the need for a JFkBMF and gives similar oki to a Megafist knockdown (use kara Hammer Fall Brake into meaty {{clr|3|c.S}}, CHs 4f reversal mash). '''NOTE''': video shows 66RRC~ which is required on close CH. Mid-range use 66PRC~ [https://streamable.com/kqh0kd like this].
|notes = Optimal confirm for lightweights. Removes the need for a JFkBMF and gives similar oki to a Megafist knockdown (use kara Hammer Fall Brake into meaty {{clr|3|c.S}}, CHs 4f reversal mash). '''NOTE''': video shows 66RRC~ which is required on close CH. Mid-range use 66PRC~ [https://streamable.com/kqh0kd like this].
|video = [https://streamable.com/41isx3 video]
|video = [https://streamable.com/41isx3 video]
Line 883: Line 865:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|4|5H}} > {{clr|1|236P}}
|combo = '''CH''' {{clr|4|5H}} > {{clr|3|236S}}
|position = Mid-range
|position = Mid-range
|damage = 118
|damage =  
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Very Easy
|notes = Basic CH combo that leaves opponent standing and close.
|notes = Basic CH combo that knocks down the opponent. Use Hammerfall to cover the distance, but at farther ranges this will not give oki.
|video =  
|video =  
|recipePC =  
|recipePC = 96315
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 902: Line 884:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = The 66PRC must be performed on the ground. Can be further extended with 66RRC, {{clr|4|2H}} > {{clr|4|623H}} which will wall break from mid-stage for 295 damage.
|notes = The 66PRC must be performed on the ground. Can be further extended with 66RRC, {{clr|4|2H}} > {{clr|4|623H}} which will wall break from mid-stage for 295 damage.
|video =  
|video =  
Line 911: Line 893:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|4|5H}} > {{clr|1|236P}} > 66PRC, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}}, ({{clr|1|236P}})
|combo = '''CH''' {{clr|4|5H}} > {{clr|H|[4]H}} > dl. {{clr|H|632146H}}, {{clr|H|6H}} > {{clr|P|236P}}, {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|214H}}
|position = Mid-range
|position = Mid-range
|damage = 225
|damage =  
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Medium
|notes = Easier extension to mid-range '''CH''' {{clr|4|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.
|notes = Easy Giganter extension to mid-range '''CH''' {{clr|4|5H}}. Cancel into Giganter when close to the opponent. If done at midscreen or closer, end with {{clr|P|236P}} instead of {{clr|H|214H}} to wallsplat. Alternatively, {{clr|P|236}}{{clr|K|6K}}~{{clr|P|P}} can be used after {{clr|H|214H}} to wallsplat for very slightly higher damage.
|video =  
|video =  
|recipePC =  
|recipePC =  
Line 923: Line 905:
|checkedVersion =  
|checkedVersion =  
}}
}}
|-
|}
|}


Line 931: Line 914:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|4|2H}} > [{{clr|1|236P}}] or [{{clr|4|623H}}]
|combo = {{clr|4|2H}} > [{{clr|4|214H}}] or [{{clr|4|623H}}]
|position = Close
|position = Close
|damage = ??/155
|damage = ??
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = When anti-airing, if opponent is too high then followups can whiff, delay slightly to ensure they connect.
|notes = When anti-airing, if opponent is too high then followups can whiff. Delay slightly to ensure they connect.
|video =  
|video =  
|recipePC =  
|recipePC = 96324
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 950: Line 933:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Used as a specific meterless punish to certain moves (e.g. {{Character Label|GGST|I-No|label=I-No's}} {{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}}) when left close enough. Against lightweights, {{clr|1|236P}} must be slightly delayed to ensure the {{clr|2|5K}} pickup otherwise it will OTG, and a JFkBMF is required for {{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}} to connect.
|notes = Used as a specific meterless punish to certain moves (e.g. {{Character Label|GGST|I-No|label=I-No's}} {{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}}) when left close enough. Against lightweights, {{clr|1|236P}} must be slightly delayed to ensure the {{clr|2|5K}} pickup otherwise it will OTG, and a JFkBMF is required for {{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}} to connect.
|video = [https://youtu.be/eVQoJ-KskZE?t=379 video]
|video = [https://youtu.be/eVQoJ-KskZE?t=379 video]
|recipePC =  
|recipePC = 96328
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 964: Line 947:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Basic universal corner combo for {{clr|4|2H}} starter. Mainly used for meter generation ({{clr|4|623H}} ender) as {{clr|4|6H}} generates less meter. The caveat is that the opponent gains slightly more meter and a solid amount more Burst, so weigh the pros and cons.
|notes = Basic universal corner combo for {{clr|4|2H}} starter. Mainly used for meter generation ({{clr|4|623H}} ender) as {{clr|4|6H}} generates less meter. The caveat is that the opponent gains slightly more meter and a solid amount more Burst, so weigh the pros and cons.
|video = [https://youtu.be/vjJY8emfMiQ video]
|video = [https://youtu.be/vjJY8emfMiQ video]
|recipePC =  
|recipePC = 96329
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 973: Line 956:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|4|2H}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}}, ({{clr|1|236P}})
|combo = '''CH''' {{clr|4|2H}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|H|214H}}
|position = Close
|position = Close
|damage = 202
|damage =
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Only works on grounded CH up close. the first {{clr|1|236P}} must be cancelled into after a short delay. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
|notes = Only works on grounded CH up close.
|video =  
|video =  
|recipePC =  
|recipePC = 96330
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 992: Line 975:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Super simple meter conversion for massive damage. Does more damage than adding a {{clr|3|2S}} filler. Whiffs at tip range.
|notes = Super simple meter conversion for massive damage. Does more damage than adding a {{clr|3|2S}} filler. Whiffs at tip range.
|video =  
|video =  
|recipePC =  
|recipePC = 96331
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
Line 1,006: Line 989:
|tensionGain =  
|tensionGain =  
|worksOn = GI, IN, JC, MA, MI, RA, BA (SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA)
|worksOn = GI, IN, JC, MA, MI, RA, BA (SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA)
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Universal confirm off '''CH''' {{clr|H|2H}}. On hit at tip range of '''CH''' {{clr|4|2H}}, a deep {{clr|4|[4]6H}}->{{clr|1|P}} is required to ensure the {{clr|2|5K}} pickup. Against non-lightweights, it is possible to link {{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}} for a more damaging ender at the cost of oki.
|notes = Universal confirm off '''CH''' {{clr|H|2H}}. On hit at tip range of '''CH''' {{clr|4|2H}}, a deep {{clr|4|[4]6H}}->{{clr|1|P}} is required to ensure the {{clr|2|5K}} pickup. Against non-lightweights, it is possible to link {{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}} for a more damaging ender at the cost of oki.
|video = [https://twitter.com/DSbro_/status/1446653862971068418 Video]
|video = [https://twitter.com/DSbro_/status/1446653862971068418 Video]
Line 1,020: Line 1,003:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Microwalk {{clr|2|5K}} will whiff at tip range '''CH''' {{clr|4|2H}}. Reliable route on mid/heavies. Against lightweights, both kBMFs must be JFkBMFs to connect kHK at the end (difficulty upgraded to [5] {{clr|5|Very Hard}}, [https://youtu.be/-uk8mdxsrmo video]).
|notes = Microwalk {{clr|2|5K}} will whiff at tip range '''CH''' {{clr|4|2H}}. Reliable route on mid/heavies. Against lightweights, both kBMFs must be JFkBMFs to connect kHK at the end (difficulty upgraded to [5] {{clr|5|Very Hard}}, [https://youtu.be/-uk8mdxsrmo video]).
|video = [https://twitter.com/DSbro_/status/1447683086699933700 Video]
|video = [https://twitter.com/DSbro_/status/1447683086699933700 Video]
|recipePC =
|recipePS =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|4|2H}} > {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, microwalk {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|2S}} > {{clr|1|236P}}
|position = Close
|damage = 242
|tensionGain =
|worksOn = SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA
|difficulty = [5] {{clr|5|Very Hard}}
|notes = Microwalk {{clr|2|5K}} will whiff at tip range '''CH''' {{clr|4|2H}}. Double JFkBMF route against heavy weights to get oki after '''CH''' {{clr|4|2H}}.
|video = [https://youtu.be/-uk8mdxsrmo Video]
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
Line 1,048: Line 1,017:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Disgusting damage in the corner and meterless
|notes = Disgusting damage in the corner and meterless
|video = [https://twitter.com/Leapfrog_Potcho/status/1404574174178332672 Video]
|video =  
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
Line 1,062: Line 1,031:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard
|notes = The link for {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}} after {{clr|4|[4]6H}}->{{clr|1|P}} is tight but consistent.
|notes = The link for {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}} after {{clr|4|[4]6H}}->{{clr|1|P}} is tight but consistent.
|video = [https://youtu.be/kHZiNJEZ5M8 Video]
|video = [https://youtu.be/kHZiNJEZ5M8 Video]
Line 1,068: Line 1,037:
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
}}
|-
{{GGST-ComboTableRow
|combo = '''CH''' AA {{clr|4|2H}} > {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|H|[4]}}{{clr|K|6K}}~{{clr|H|H}} -> dl. {{clr|H|632146}}{{clr|P|P}}+{{clr|H|H}}, {{clr|4|6H}} > {{clr|4|[4]6H}}, {{clr|4|2H}} > {{clr|4|214H}}
|position = Midscreen
|damage = 367 (???)
|tensionGain =
|worksOn = SI
|difficulty = Very Hard
|notes = Prohibitively hard but optimal punish for Sin's DP. Everything should be done the first frame possible except for the cancel into Giganter Kai, which must be done after exactly 9 frames. 367 includes c.S RISC.
|video = [https://streamable.com/5wfx1w Video]
|recipePC =
|recipePS =
|checkedVersion = 1.33
}}
}}
|}
|}
Line 1,075: Line 1,058:
|-
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|H|6H}}, {{clr|H|[4]6H}}->{{clr|P|P}}, {{clr|K|5K}}>{{clr|K|6K}}>{{clr|H|214H}}, {{clr|K|5K}}>{{clr|H|6H}}(>{{clr|H|623H}}(whiff)), WS {{clr|H|6H}}
|position = Midscreen/Corner
|damage = 273
|tensionGain =
|worksOn = All
|difficulty = Easy
|notes = Basic counterhit {{clr|H|6H}} combo without kBMF. Works from Roundstart. Optional ({{clr|H|623H}}) on the wall splat to build more meter
|recipePC =
|recipePS =
|checkedVersion = 1.26
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|4|6H}}, {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, [ {{clr|3|c.S}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}} ]x2, {{clr|4|5H}} > {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|4|623H}}
|combo = '''CH''' {{clr|4|6H}}, {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, [ {{clr|3|c.S}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}} ]x2, {{clr|4|5H}} > {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|4|623H}}
|position = Near Corner
|position = Near Corner
|damage = 348
|damage = 329
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard
|notes = Extended meterless confirm for a CH {{clr|4|6H}}. Very strict timing to get {{clr|4|5H}} splat otherwise last {{clr|1|2146K~P}} will splat and be less damage than the above combo. Also needs max height {{clr|3|c.S}} hits otherwise {{clr|4|623H}} will whiff ({{clr|H|6H}} ender is fine too, it's 3 damage less.)
|notes = Extended meterless confirm for a CH {{clr|4|6H}}. Very strict timing to get {{clr|4|5H}} splat otherwise last {{clr|1|2146K~P}} will splat and be less damage than the above combo. Also needs max height {{clr|3|c.S}} hits otherwise {{clr|4|623H}} will whiff ({{clr|H|6H}} ender is fine too, it's 3 damage less.)
|video = [https://twitter.com/DSbro_/status/1406849016802037762 Video]
|video = [https://twitter.com/DSbro_/status/1406849016802037762 Video]
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion = 1.26
}}  
}}  
|-
|-
Line 1,093: Line 1,089:
|combo = '''CH''' {{clr|4|6H}}, {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|4|6H}}, {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|4|6H}}
|combo = '''CH''' {{clr|4|6H}}, {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|4|6H}}, {{clr|4|[4]6H}}->{{clr|1|P}}, {{clr|4|6H}}
|position = Near Corner
|position = Near Corner
|damage = 340
|damage = 321
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Meterless confirm for a CH {{clr|4|6H}}.
|notes = Meterless confirm for a CH {{clr|4|6H}}.
|video =  
|video =  
|recipePC =  
|recipePC =  
|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion = 1.26
}}
}}
|}
|}


----
----
====D Starters====
====D Starters====
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 1000px;"
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|tensionGain = 23
|tensionGain = 23
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Universal Dust route.
|notes = Universal Dust route.
|video = [https://youtu.be/eVQoJ-KskZE?t=10 Video]
|video = [https://youtu.be/eVQoJ-KskZE?t=10 Video]
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|tensionGain = 24
|tensionGain = 24
|worksOn = All except CH, MI
|worksOn = All except CH, MI
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = Does not work on {{Character Label|GGST|Chipp_Zanuff|label=Chipp}} or {{Character Label|GGST|Millia_Rage|label=Millia}}, but the universal route shreds their HP anyways.
|notes = Does not work on {{Character Label|GGST|Chipp_Zanuff|label=Chipp}} or {{Character Label|GGST|Millia_Rage|label=Millia}}, but the universal route shreds their HP anyways.
|video = [https://youtu.be/eVQoJ-KskZE?t=287 Video]
|video = [https://youtu.be/eVQoJ-KskZE?t=287 Video]
Line 1,166: Line 1,163:
|tensionGain = -25~%
|tensionGain = -25~%
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Metered extension. This gives you corner from round start distance
|notes = Metered extension. This gives you corner from round start distance
|video =  
|video =  
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|tensionGain = -25~%
|tensionGain = -25~%
|worksOn =  
|worksOn =  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = 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
|notes = 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
|video =  
|video =  
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|tensionGain =  
|tensionGain =  
|worksOn =  
|worksOn =  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = You can end with {{clr|4|632146H}} for 249 damage and oki instead.
|notes = You can end with {{clr|4|632146H}} for 249 damage and oki instead.
|video =  
|video =  
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|tensionGain = 45~%
|tensionGain = 45~%
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = You can spend 50 meter to end with {{clr|4|632146H}} instead of {{clr|4|623H}} for 270 damage and oki instead
|notes = You can spend 50 meter to end with {{clr|4|632146H}} instead of {{clr|4|623H}} for 270 damage and oki instead
|video =  
|video =  
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|tensionGain = 50~%
|tensionGain = 50~%
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Harder version of previous combo for slightly more damage. You can again end it with {{clr|4|632146H}} for 271 damage and oki, or you can {{clr|4|5H}} instead of {{clr|4|2H}}, but that requires stable kara back megafist loops
|notes = Harder version of previous combo for slightly more damage. You can again end it with {{clr|4|632146H}} for 271 damage and oki, or you can {{clr|4|5H}} instead of {{clr|4|2H}}, but that requires stable kara back megafist loops
|video =  
|video =  
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|tensionGain = -20~%
|tensionGain = -20~%
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Alternate 50 meter route for more damage at the cost of oki.
|notes = Alternate 50 meter route for more damage at the cost of oki.
|video =  
|video =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|63214}}{{clr|2|6K}}~{{clr|1|P}} > 66RRC, {{clr|3|2S}} > {{clr|1|236P}}, ({{clr|1|236P}})
|combo = {{clr|1|63214}}{{clr|2|6K}}~{{clr|1|P}} > 66RRC, {{clr|3|2S}} > {{clr|H|2H}} > {{clr|H|214H}}
|position = Close
|position = Close
|damage = 215
|damage =
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = Basic damage conversion off Potemkin Buster with no walls. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
|notes = Basic damage conversion off Potemkin Buster with no walls.  
|video =  
|video =  
|recipePC =  
|recipePC =  
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|63214}}{{clr|2|6K}}~{{clr|1|P}} > FRRC, {{clr|5|[5D]}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}}, ({{clr|1|236P}})
|combo = {{clr|1|63214}}{{clr|2|6K}}~{{clr|1|P}} > FRRC, {{clr|5|[5D]}} > {{clr|3|2S}} > {{clr|H|2H}} > {{clr|H|214H}}
|position = Close
|position = Close
|damage = 226
|damage = 226
|tensionGain = ~15
|tensionGain = ~15
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Fully charge the {{clr|5|5D}} after the (F)RRC. Basic damage conversion off Potemkin Buster with no walls. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
|notes = Fully charge the {{clr|5|5D}} after the (F)RRC. Basic damage conversion off Potemkin Buster with no walls.
|video = [https://youtu.be/Kea6zSyKUc0 Video]
|video = [https://youtu.be/Kea6zSyKUc0 Video]
|recipePC =  
|recipePC =  
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|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy
|notes = 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 {{clr|3|c.S}} to continue to cross under and by doing so, you may bait a burst.
|notes = 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 {{clr|3|c.S}} to continue to cross under and by doing so, you may bait a burst.
|video =  
|video =  
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|tensionGain = ~25
|tensionGain = ~25
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Fully charge the {{clr|5|5D}} after the (F)RRC. Potemkin Buster into Heat Knuckle guaranteed wall break in corner. [https://youtu.be/-Ov2wT_aUvc Corner version]
|notes = Fully charge the {{clr|5|5D}} after the (F)RRC. Potemkin Buster into Heat Knuckle guaranteed wall break in corner. [https://youtu.be/-Ov2wT_aUvc Corner version]
|video = [https://youtu.be/NFttfmA1Bt8 Video]
|video = [https://youtu.be/NFttfmA1Bt8 Video]
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|tensionGain = -26% + Bonus
|tensionGain = -26% + Bonus
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = 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 {{clr|4|6H}} for a much easier ending while only sacrificing ~6 damage. Kara backwards mega fist can be swapped out with {{clr|5|[5]D}} for another damage/execution trade off.
|notes = 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 {{clr|4|6H}} for a much easier ending while only sacrificing ~6 damage. Kara backwards mega fist can be swapped out with {{clr|5|[5]D}} for another damage/execution trade off.
|video =  
|video =  
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|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|1|63214}}{{clr|2|6K}}~{{clr|1|P}} PRC, dl.{{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|2|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|2|5K}}, WS {{clr|4|6H}}, HFB, {{clr|4|6H}}
|position = Corner
|damage = 279
|tensionGain =
|worksOn = All
|difficulty = Hard
|notes = Variation on the optimal Buster route.
|video = [https://youtu.be/2ydB0x6Ta08 Video]
|recipePC =
|recipePS =
|checkedVersion = 1.23
}}
}}
|-
|-
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|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard
|notes = Optimal RC confirm off corner Potemkin Buster. Last kBMF must be a JFkBMF in order to bypass the wallsplat damage threshold, otherwise you will wallsplat early.
|notes = Optimal RC confirm off corner Potemkin Buster. Last kBMF must be a JFkBMF in order to bypass the wallsplat damage threshold, otherwise you will wallsplat early.
|video = [https://www.youtube.com/watch?v=Mzd_8TmmfRs Video]
|video = [https://www.youtube.com/watch?v=Mzd_8TmmfRs Video]
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}}, ({{clr|1|236P}})
|combo = '''CH''' {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|3|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}  
|position = Close
|position = Close
|damage = 201
|damage = 201
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = 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.
|notes = 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.
|video =  
|video =  
Line 1,356: Line 1,367:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy
|notes = Alt route for tip range
|notes = Alt route for tip range
|video =  
|video =  
Line 1,370: Line 1,381:
|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium
|notes = 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 {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|5H}}.
|notes = 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 {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|5H}}.
|video =  
|video =  
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|tensionGain =  
|tensionGain =  
|worksOn = All
|worksOn = All
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard
|notes = Side-switch into wallbreak route off normal hit BMF. Works for CH BMF too. HFB not necessary at end but builds more meter.
|notes = Side-switch into wallbreak route off normal hit BMF. Works for CH BMF too. HFB not necessary at end but builds more meter.
|video = [https://youtu.be/eVQoJ-KskZE?t=237 Video]
|video = [https://youtu.be/eVQoJ-KskZE?t=237 Video]
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|recipePS =  
|recipePS =  
|checkedVersion =  
|checkedVersion =  
}}
|-
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|S|63214S}}, {{clr|K|5K}} > {{clr|P|214}}{{clr|K|6K}}~{{clr|P|P}}(x2), {{clr|K|5K}} > {{clr|H|41236H}} WS ({{clr|H|632146H}}, {{clr|H|2H}} WS {{clr|H|41236H}}) / {{clr|D|236D}} / {{clr|S|c.S}}
|position = Corner
|damage = 282
|tensionGain = 39
|worksOn = All
|difficulty = Hard
|notes = Corner combo off of CH flick. Grants HKD off of WB if you use WA or {{clr|H|632146H}}. Try to hit the last {{clr|K|5K}} as high as possible due to the slow recovery of {{clr|H|41236H}}.
|video =
|recipePC = 185912
|recipePS =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = '''CH''' {{clr|P|236P}}, {{clr|K|5K}} > {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|H|[4]}}{{clr|K|6K}}~{{clr|H|H}} -> dl. {{clr|H|632146}}{{clr|P|P}}+{{clr|H|H}}, {{clr|H|6H}} > {{clr|H|[4]6H}} -> {{clr|P|P}}, {{clr|S|63214}}{{clr|K|6K}}~{{clr|S|[S]}}, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}, {{clr|H|5H}}, WS ({{clr|4|[4]6H}}->{{clr|1|P}}), {{clr|4|623H}}
|position = Round Start
|damage = 300
|tensionGain =
|worksOn = All
|difficulty = Very Hard
|notes = Optimal Combo for CH FMF at roundstart with 50 meter. Refer to the video for specific timing adjustments.
|video = [https://streamable.com/lz22jp Video]
|recipePC =
|recipePS =
|checkedVersion = 1.33
}}
}}
|}
|}


==External Links/Videos==
==External Links/Videos==
[https://www.youtube.com/watch?v=f7In6Glgkh4 Frankentank's Practical Potemkin Combos] Easy to intermediate combos for new players, updated for Season 2.
[https://www.youtube.com/watch?v=5_HQVSWtkFk Season 3 Potemkin Combo Video] Easy to intermediate combos for new players, updated for Season 3.


[https://www.youtube.com/watch?v=sFpcj9gzdRA DSbro's Optimal Combos Series] As of battle patch 2.00. Additional optimal combos are on the same channel.
[https://www.youtube.com/watch?v=sFpcj9gzdRA DSbro's Optimal Combos Series] As of battle patch 2.00. Additional optimal combos are on the same channel.
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==Navigation==
==Navigation==
<center>{{Character Label|GGST|Potemkin|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 18:01, 19 March 2024



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
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
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Theory

Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. 2D, CH 6P, Throw) and approaching via Hammer Fall BreakGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 to continue pressure with either a meaty c.S or GarudaGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

The bulk of Potemkin's damage will come from Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Garuda chip damage, as well as metered confirms to cash out on hit.

The following sections will identify core tenets of Potemkin's combo theory and provide sample combo snippets. Remember that these snippets are not an exhaustive list, and are purely intended to showcase basic continuations without optimizations, but they are used in optimal routes in some shape or form.

Midscreen RoutingGet the knockdown, run the game plan.


Potemkin's okizeme is crucial to setting up his strike/throw game. How this is achieved will vary depending on the combo routing:

Snippet Notes
[Grounded hit] > 2D > Hammer Fall Break Both safejump and Garuda oki are possible.
... (air) Garuda Best damage and corner carry, but weakest oki (only c.S) unless near corner.
[Grounded hit] > Garuda, Potemkin Buster Requires CH or meter to combo into Garuda.

These routes are accessible from other starters, dependent on distance (e.g. j.H, 2K link or meaty 5P, c.S link).

In the midscreen, 2K, 5K and c.S can be comboed into 2D to set up easy, but powerful okizeme for Potemkin by utilizing Hammer Fall Break to approach.

Potemkin's air ender of choice depends on what the player wants to achieve:

  • After Season 3, Mega Fist is no longer a preferred ender due to soft knockdown restricting okizeme. However, near corner, it can be used in conjunction with a kGaruda immediately after landing which will hit meaty.
  • Utilizing Garuda as an ender will always give a meaty c.S anywhere and/or Garuda okizeme when near corner, but gives great corner carry for stronger potential pressure.
  • The knockdown from Heat Knuckle is too short to get any okizeme from, even with a full-screen Hammer Fall Break. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and Positive Bonus.
    • 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.

For more information on possible safejumps, view the baits and safejumps section.

kara Back Mega Fist Theory RoutingPotemkin has loops in every Guilty Gear.


The main meterless filler in Potemkin's most damaging combos is kBMF, which is a kara-cancelled Back Mega Fist (2146K~P). For information on the properties of kBMF, view the kara-cancelled moves section.

The following table provides common routes where kBMF sees usage meterlessly:

Snippet Notes
CH c.S > 2H > Hammer Fall Break, 5K > kBMF Standard route for Garuda okizeme. 2S > Mega Fist can be added on for additional damage at the cost of okizeme.
(air) c.S > kFMF, 5K > kBMF Best as a Burst punish.
CH 6H > HFB, 5K > kBMF, ... Midscreen DP punish. Go into loops after picking up in corner.

kBMF routing is incredibly straightforward; it is dependent on the position of Potemkin and his opponent:

  • In midscreen, 5K > kBMF is used because of c.S sending opponents too far to loop another kBMF.
  • In corner, it depends on the starter, but c.S > kBMF loops are superior. 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.

Just Frame kara Back Mega Fist RoutingFor combo addicts looking to optimize.


There exists a unique version of kBMF known as JFkBMF (Just Frame kara-cancelled Back Mega Fist). Here is a visual representation of what it looks like compared to a regular kBMF. A JFkBMF occurs when kBMF lands on the opponent on the same frame they hit the ground, but it will not OTG and instead bounces them slightly closer.

The following table provides JFkBMF adjustments to two common routes to ensure they are more stable:

Snippet Notes
CH 5H > Hammer Fall, 66RRC~5K > JFkBMF, microwalk, 5K > kBMF ... Adjusted midscreen loop route for stability from further hits.

The implications for Potemkin's combo theory are:

  • Midscreen loops as well as certain extensions work only and only if the kBMF is a JFkBMF.
  • JFkBMF is guaranteed to not wallsplat if the wall damage of a regular kBMF would incur the wallsplat. It is possible to perform a JFkBMF to effectively push the threshold and earn an extra hit's worth of damage.
    • In JFkBMF corner optimizations, the best route is usually 2H, WS HFB > Heat Knuckle as 5H, WS HFB > 6H is too heavily scaled.

NOTE: Sometimes a JFkBMF route is not always the absolute max damage. It depends on your starter and scaling (usage of RC/Giganter, etc.), but usually it is optimal.

Giganter Extension RoutingWhen you want to cash out on damage.


In terms of metered conversions, Potemkin's strongest asset comes from his routes utilizing Giganter and his ability to access those routes by kara-cancelling Hammer Fall Break into Giganter (denoted HFBkG, [4]6H~32146P+H). There is also the kara-cancelled Hammer Fall into a kara-cancelled Break into Giganter (denoted kHFBkG, [4]6K~H~32146P+H).

It provides extremely stable conversions regardless of character-specific aerial hurtboxes; the routes using Giganter are also the most damaging by a solid margin with the only consequence being a heavy tension gain penalty for 460F (7 2⁄3 seconds). With this in mind, it is ideal to use Giganter to lead into a wall break to offset the harsh penalty with positive bonus.

There are two main ways to route into Giganter.

Snippet Notes
... 2S > HFBkG ... Standard confirm. Works every time.
... kBMF, kHFBkG ... Optimized pickup to omit 2S, performed as a link To perform a second action after the first action completely finishes its animation.. Also works in routes where 2S barely whiffs.

The filler routing after Giganter connects is straightforward:

Snippet Notes
... Giganter, 6H > HFB, k[Flick] ... Optimal filler for Giganter confirms, use when near corner for a kBMF pickup after.
... Giganter, 6H > Mega Fist ... Standard filler for Giganter confirms, used further from the corner.
... Giganter, (2H > Mega Fist whiff)×2 ... Adjusted version to cover more distance. Requires high Giganter hit.
... Giganter, (6K whiff)×2, 5[D] ... Side-switch for Giganter. Requires high Giganter hit.
  • 6H > HFB, k[Flick], kBMF is the best possible filler routing, and Giganter should be delayed to ensure 6H hits (e.g. c.S > 2H > dl. HFBkG ...).
  • 6H > Mega Fist should be used when 6H > Hammer Fall/k[Flick] filler isn't close enough to the wall to get an ender that will result in wallsplat or requires more wall damage.
  • 6H > HFB and walking with the shield to the wall is used when wall damage is capped due to the walls not being close enough (i.e. not visible on screen).
  • (2H > Mega Fist whiff)×2 is used when even further from the wall. This trades off a notable amount of damage and generally isn't worth routing. Use a Roman Cancel route or save the meter instead.
  • (6K whiff)×2, 5[D] is a side-switch route but requires a high Giganter hit (e.g. 2H > Giganter) so its combo applications are limited.

The ender after the Giganter filler will always be dependent on distance to wall but the following table provides a non-exhaustive list of sample enders.

Snippet å Notes
... 2S > 2H > Garuda, (kFMF, WS 6H) Omit routing after Garuda if kFMF will not wallsplat. Ideal oki ender.
... 5K > kBMF, 2S > Hammer Fall, WS 6H Standard wallsplat ender if closer to wall.
... Giganter, 6H > Hammer Fall, 5K > kBMF, 5H, WS HFB > kHK Optimal routing. Some starters into Giganter require a little previous wall damage.

When to Use?

Midscreen
  • Giganter routes are the king of midscreen. Use these confirms when you want to take the opponent to the corner and break the wall to offset the tension penalty from using Giganter.
  • In routes where 2S whiffs, it can be worth opting for a kHFBkG link To perform a second action after the first action completely finishes its animation. to keep the combo going.
Corner
  • Giganter should only be used to tack on extra damage after wallsplat, as it can give hard knockdown for Potemkin to continue pressure after the wall break.
    • There are some corner optimizations to use a very tightly-spaced Giganter such that it won't break the wall early but inflicts tremendous damage; these routes will not give hard knockdown however.

Roman Cancel Extension RoutingWhen you're looking to conserve meter.


Jump Cancel Blue Roman Cancel

An alternative, but incredibly strong usage of meter is jump cancel Dash Blue Roman Cancel (notated jc66BRC). Due to 5K and c.S being jump cancelable buttons allows for Potemkin to run incredibly dangerous pressure while confirming into damage that can be a touch of death combo for certain characters (e.g. on Chipp).

The following table provides followups to a jc66BRC in a combo:

Snippet Notes
... c.S jc66BRC 2H > HFB ... Standard grounded same-side jc66BRC continuation.
... c.S jc66BRC kBMF ... Standard grounded crossup jc66BRC continuation.
... (air) c.S/5K jc66BRC kBMF ... Standard jc66BRC continuation for wall carry.

The value of jc66BRC comes from c.S stagger pressure. Staggering c.S is extremely strong as a block-string but due to pushback can only be done a few times. However, c.S > c.S, jc66BRC leads to monstrous pressure such as an un-mashable third c.S > Garuda setup, or high/low threats with 5D and 2D respectively.

Post jc66BRC routes are as follows:

  • jc66BRC 2H > HFB, kBMF, 2S > Mega Fist is a universal route.
  • jc66BRC c.S > kBMF, c.S ... allows Potemkin to crank wall damage quickly and incur a wall splat.
  • (air) c.S/5K jc66BRC kBMF×3 is a devastating BRC route for punishing a Burst or Backdash with c.S or 5K.
    • From round start distance it is possible to link 6H > Hammer Fall after the third kBMF and wall splat.
  • jc66BRC kBMF c.S > 2H > Mega Fist is a reliable sideswitch route which can even give a continuation in the corner.
    • This is useful for escaping the corner as a punish. (i.e. Back Mega Fist, c.S jc66BRC ...).

Fast Roman Cancel

The economical choice for meter usage are fast Roman Cancel (i.e. FRC, notated XRC~) routes to refund up to 26% meter while continuing a combo:

Snippet Notes
Potemkin Buster RRC~5[D] ... Standard FRC after Potemkin Buster.
Hammer Fall 66RRC~5K > kBMF ... Standard FRC continuation after Hammer Fall.

FRC routing follows as such:

  • Potemkin Buster RRC~5[D] provides a stable, universal follow up to Potemkin Buster, allowing for a combo into oki midscreen or wallbreak in corner.
  • Hammer Fall RRC~5K > kBMF is another stable follow up. In the corner however, c.S can be used instead for more damage during loops.
    • Confirms such as CH f.S/2S/5H > Hammer Fall are a great spot to FRC for meter conservation.

When to Use?

Midscreen
  • BRC strings are used as part of Potemkin's pressure structure, but it's generally not worth to confirm a hit into a BRC unless it was happening already.
  • FRC routes should only be used over Giganter if you want to save meter or can't break the wall.
Corner
  • Roman Cancel routes allow Potemkin to cash out on confirms without pre-emptively breaking the wall.
  • Fast Roman Cancels can even make some of Potemkin's confirms (such as Potemkin Buster RRC~) meter positive routes.

Corner RoutingRemember those loops? Time to do them.


In the corner, any hit that leaves the opponent in a juggle-able state (e.g. CH 2H, Forward Mega Fist, Garuda) for at least a 5K, but ideally c.S, to not OTG can usually be converted into kBMF loops; in the case of Garuda, a raw kBMF will allow for routing into loops if the Garuda hits in later active frames (i.e. 2H > Garuda, or meaty Garuda clipping a backdash).

The following table provides standard corner routes:

Snippet Notes
... [c.S/5K > kBMF]×N, 5H/2H, WS HFB, 6H/Heat Knuckle N=# of loops. Usually 2, sometimes 3.
[1 hit] > kBMF, 2H > [Flick], kBMF Optimal extension in corner kBMF routing, Very reliant on gravity scaling; use whenever possible though.
[3 hits] > kBMF, 6H > Hammer Fall, WS 6H 6H > Hammer Fall version for wall damage.
[2 hits] > (air) Mega Fist, 5K ... 5K pickup after corner Mega Fist.
[1 hit] > 2H > Garuda, kBMF ... Raw kBMF pickup after corner Garuda.

The wallsplat route should be chosen based on number of kBMF loops performed:

  • Two kBMF loops or less: then c.S > 6H, WS 6H is usually the most damaging route meterless.
  • Three kBMF loops: 2H, WS Heat Knuckle is the preferred ender due to proration.
    • If, due to gravity, Heat Knuckle cannot be used to break the wall, then adjustments must be made to the route by reducing the number of loops, or providing a JFkBMF, 2H link for a high enough wallsplat.

Choosing between 6H and Heat Knuckle to break the wall:

  • 6H provides the opponent with the minimal amount of resources (i.e. Burst and Tension), and is much more valuable when the combo has low scaling.
  • Heat Knuckle builds a moderate amount more of resources for the opponent, but provides a nice way to crush guts with its guaranteed damage, even in extremely scaled combos.

Generally speaking, 6H is preferable most of the time for the sake of building less resources. The damage loss is negligible (~1-3 damage). However, in FRC routes, ending in Heat Knuckle can turn some combos meter positive (e.g. Potemkin Buster RRC~) while still gaining positive bonus.

If choosing to optimize corner combos for wall health:

  • 3 hits into kBMF > 6H (> Hammer Fall) is near optimal; usually sacrificing only 3-5 damage on average against 100% wall health. 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. Very strong as a RISC crush combo.
    • 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.
    • An example combo to showcase this contrast 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.

Ending the Corner Combo TheoryTo OTG, or not to OTG? That is the question.


Using an Overdrive after a Wall Stick

Giganter Kai

Using Giganter as a wall-splat 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 after wallstick:

  • 6H > Garuda is the optimal filler, but is subject to height.
    • If the opponent is too high for Garuda to land, use Hammer Fall instead.
  • 6H > Flick is an alternative, easier to time route that isn't reliant on height.

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.

Heavenly Potemkin Buster

With a high enough wall-splat, Potemkin can use Heavenly Potemkin Buster to reset the opponent off the wall along with a decent amount of damage. After the animation has ended, Potemkin can Hammer Fall Break up to the opponent to ensure a meaty c.S lands. The opponent is incredibly close to the corner at this point; they are more-or-less forced to block and then participate in the strike/throw mix which Potemkin loves to run as being hit by c.S will usually spell a death sentence. This ender can be used if the Potemkin player is uncomfortable returning to neutral versus their opponent (e.g.  Goldlewis) at the cost of giving up Positive Bonus.


To OTG or Not?

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 dealing with a follow-up meaty c.S via fuzzy defense. Potemkin also hates returning to neutral post-wallbreak despite having positive bonus as (in Season 2) he no longer has a way to force his way in easily and score a blocked Garuda for his strike/throw mix.

There are three general ways that Potemkin sets up his OTG reset:

  • 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.
  • Another OTG option is j.D; it offers both auto-spaced non-clashing Garuda oki even versus  Leo's H Eisensturm as well as a safejump j.S via OTG j.D jump cancel. However, it is more difficult to set up an OTG j.D and usually requires a kBMF beforehand.
  • A OTG kBMF which leaves Potemkin plus enough to micro-walk into a meaty c.S and allows Potemkin to hard-bait reversal overdrives.
    • Micro-walk into a meaty 5P allows Potemkin to block any reversal that is 8 frames or slower (i.e. safejab 5P). When used as a meaty, 5P sets up terrifying frame kill Potemkin Buster attempts as well as frametrap mixups.
    • 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 reset is that it herds the opponent into relying on fuzzy jumping out of followup pressure which can be blown up with a delayed c.S aimed at the opponent’s prejump frames.

Final Thoughts

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.

Combo List

These combos are concrete implementations of the combo theory above. It is a non-exhaustive list, but tries to cover most scenarios.

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Starters

5P Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 5P/2P > 41236H Close All [1] Very Easy Basic 5f punish, Heat Tackle may not connect if too far. Kara Heat Tackle required for c.S oki. ??
5P > 2P > 41236K~H Close 76 (3 hits) All [3] Medium - [5] Very Hard Tension Gain: 13 (3 hits)
Depending on how far the opponent is after 2P, the Kara Heat Tackle afterwards could be frame perfect. This combo gives c.S oki after light mash.
??
5P, c.S > 2D Close 80 All [2] Easy Tension Gain: 13
5P must hit meaty or counterhit to link to c.S. Universal confirm; use when unsure if 2H will connect. If opting to keep them grounded (i.e. for a wallslump reset) then replace 2D with 2S > 5H for 110 damage and 17 tension gain at the cost of no okizeme.
??
5P, c.S > 2H > 214H Close All [3] Medium 5P must hit meaty or counterhit to link to c.S. Meterless conversion from safejab. Video ??
5P, c.S jc66BRC, c.S > 2146K~P, c.S > 2H > 236P (WS, 6H) Midscreen 163 (208) All [3] Medium Tension Gain: -37 (-33)
5P must hit meaty or counterhit to link to c.S. jc66BRC must be done quickly to stay grounded rather than have j.S come out. Linking c.S after kBMF can be tight, but is perfectly doable.
Video ??
5P, c.S jc66BRC, 2H > [4]6H->P, 2146K~P, 6H > [4]6H, WS 6H Corner 228 All [4] Hard Tension Gain: -31
5P must hit meaty or counterhit to link to c.S. jc66BRC must be done quickly to stay grounded rather than have j.S come out. Max damage confirm with 50 meter off 5P in corner.
Video ??
AA 5P > 5P > 623H Close anti-air 103 All [2] Easy Tension Gain: 19
Quick anti-air combo that blasts the opponent away.
96304
(PC)
??
AA 5P, c.S > 2S > 41236H Close anti-air All [2] Easy Basic anti-air confirm into okizeme. Omit c.S if too far to connect. Replace 41236H with 214H for closer jump-ins for more consistent oki. ??
AA 5P, c.S jc66BRC, 2146K~P, dl. 6K, 5K > 2146K~P, 5K > dl. 2146K~P, 2H, WS ([4]6H->P), [623H] or [6H] Close anti-air 232/227 All [5] Very Hard Tension Gain: -10/-16
Metered anti-air route that gives wallbreak from round start. jc66BRC must be done quickly to stay grounded rather than have j.S come out. HFB not necessary at end but gives more meter. Last kBMF is a JFkBMF. If using 6H ender then replace 2H with 5H for 228 damage.
Video ??
2P Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P > 2P > 41236H Close All [1] Very Easy Basic light confirm. 41236H will whiff at max range. Kara Heat Tackle for better oki. ??
6P Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 623H Close 129 All [1] Very Easy Tension Gain: 18
Basic confirm off your dedicated anti-air button.
96306
(PC)
??
CH 6P > 214H Close All [1] Very Easy Basic CH confirm off your dedicated anti-air button into oki. Can alternatively go directly into 632146H for huge damage. ??

K Starters

2K/5K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[5K] or [2K] > 2D (> [4]6H[->P]) Close 60/54 (83/77) All [2] Easy Tension Gain: 9 (16) [12]
[4] should be held during before start of combo. Can OTG with Hammer Fall or use Hammer Fall Break ([4]6H->P) for okizeme.
96308
(PC)
??
[5K] or [2K] > 2D > 66PRC, 5K > 2146K~P, 2S > 41236H Midscreen All [3] Medium Basic metered conversion from 5K/2K starter. 96311
(PC)
??
6K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > [4]6H > 66PRC, [c.S > 2146K~P]×2, 5H, WS ([4]6H~P), [623H] or [6H] Corner 292/291 All [3] Medium Tension Gain: ?/?
kBMF loop route from 6K frametrap in corner (i.e. c.S > 6K catching jump)
??
CH 6K, c.S > 2H > 214H Close All [2] Easy Basic confirm for CH 6K. ??
CH 6K > 214H, 632146K~P Close 214 All [3] Medium Tension Gain: 36
Must be a Kara Buster to reach, and will not reach from a far-spaced CH 6K. In the situation that kPB will whiff, use 2D for 137 damage + oki or 2S > 5H for 169 damage.
96313
(PC)
??

S Starters

c.S/f.S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(c.S >) f.S > 5H Any 87/(124) All [1] Very Easy When 2H won't reach
Your go-to midscreen poke confirm.
Video 96298
(PC)
??
c.S > (2S >) 2H > 623H Very Close 173/185 All [2] Easy Meterless conversion when close enough for 2H
Insert 2S when very close.
Video ??
c.S > 2H > 236P, c.S > 2H > 236P, [6H]or[623H] Very Close, Corner 258/257 All ~ For large characters hold 6 during 236P > c.S [2] Easy Tension Gain: ?/~47
Easy meterless wall combo.
Heat Knuckles gives More tension than 6H. Any move post wallbreak guarantees 50 tension.
Video 96264
(PC)
??
c.S > 2H > 236P, 5K > 6H > ([4]6H),6H Close, Corner 272 All [2] Easy Easy meterless wall combo. May not wallsplat on 6H if there's not enough wall damage. In this case, use [4]6H to wallsplat. Buffered [4]6H can be cancelled immediately via ([4]6HP if it wallsplats on 6H while still having time to break the wall with 6H. Video 96266
(PC)
??
c.S > 2H > 236P, 5K > 6K > 63214S, (2D), WS, 6H Close, Corner 241/(255) All [2] Easy Alternate corner route for wallbreaks. 6K > 63214S in general is a useful route to recover from dropped Kara Back Megafist combos and still wallbreak. 2D needed when the character does not wall splat on 63214S Video 96267
(PC)
??
c.S > (2S >) 2H > 236236S Very Close All [2] Easy Burn 50 meter for increased damage and better Oki
2S can be inserted when very close.
Video 96269
(PC)
??
c.S/2S > 5H > 66RRC~214H > 632146K~P Midscreen/Any 258 All [3] Medium Pickup combo for when 2H would whiff. Video 96273
(PC)
??
c.S > (2S) > 2H > 623H > 66RRC~236P (Whiff), c.S > 2H > 236P, WS, 6H Back to Corner 236 (242) [4] Hard 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 > ...
Video 96277
(PC)
??
c.S > 2H > 632146H > 236236S > [4H]6H > 6K > 214H > 2D > WS, 6H Midscreen/Start 372 All [3] Medium Tension Gain: -100
Great meterdump after landing a c.S midscreen.
Video ??
CH c.S > 2H > [4]6H->P, 5K > 2146K~P, 41236H Close All [3] Medium Universal (okizeme) confirm for CH c.S. 41236H gives better oki if slightly delayed. Dropping the combo at KBMF gives Garuda oki at the cost of damage. KBMF can also link into 2S but may require a JFKBMF at certain spacings - this link allows for an extension into HFBkGiganter for huge damage and corner carry. <replace soon> 84122
(PC)
??
2S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2S > [4]6H Any 94 All [1] Very Easy Easy CH combo that closes a significant amount of space. Video 96301
(PC)
??
CH 2S > [4]6H -> P, 632146P Midscreen/Any 186 All [3] Medium The timing on the HFB will vary depending on screen position. Extend with RRC > 2H > 623H for more damage/wallbreak in the corner. Video 96300
(PC)
??

H Starters

5H Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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. 96319
(PC)
??
CH 5H > [4]6H > 66RRC, 2S > 2H > 214H Far All [3] Medium Basic extension for oki. Video 96318
(PC)
??
CH 5H > [4]6H > 66RRC~5K > 2146K~P, microwalk 5K > 2146K~P All 235 All [4] Hard First kBMF must be a JFkBMF in corner to get microwalk 5K to connect on lightweights (difficulty upgraded to [5] Very Hard). At round start distance, it is possible to connect 2S > 236P, WS 6H afterwards for 302 damage and wallbreak. ??
CH 5H > [4]6H 66PRC~5K > 2146K~P, 2H > [63214S] All (MA) 252 GI, IN, JC, MA, MI, RA, BA [4] Hard Optimal confirm for lightweights. Removes the need for a JFkBMF and gives similar oki to a Megafist knockdown (use kara Hammer Fall Brake into meaty c.S, CHs 4f reversal mash). NOTE: video shows 66RRC~ which is required on close CH. Mid-range use 66PRC~ like this. video ??
CH 5H > 236S Mid-range All [1] Very Easy Basic CH combo that knocks down the opponent. Use Hammerfall to cover the distance, but at farther ranges this will not give oki. 96315
(PC)
??
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 > [4]H > dl. 632146H, 6H > 236P, 2S > 2H > 214H Mid-range All [3] Medium Easy Giganter extension to mid-range CH 5H. Cancel into Giganter when close to the opponent. If done at midscreen or closer, end with 236P instead of 214H to wallsplat. Alternatively, 2366K~P can be used after 214H to wallsplat for very slightly higher damage. ??
2H Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > [214H] or [623H] Close ?? All [1] Very Easy When anti-airing, if opponent is too high then followups can whiff. Delay slightly to ensure they connect. 96324
(PC)
??
2H > 236P, 5K > 214P6K~P, 6236K~H Close 228 All [4] Hard Used as a specific meterless punish to certain moves (e.g.  I-No's Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26) when left close enough. Against lightweights, 236P must be slightly delayed to ensure the 5K pickup otherwise it will OTG, and a JFkBMF is required for 6236K~H to connect. video 96328
(PC)
??
2H > 236P, c.S > 2H > 236P, WS 623H Corner 267 All [2] Easy Basic universal corner combo for 2H starter. Mainly used for meter generation (623H ender) as 6H generates less meter. The caveat is that the opponent gains slightly more meter and a solid amount more Burst, so weigh the pros and cons. video 96329
(PC)
??
CH 2H, 2S > 2H > 214H Close All [3] Medium Only works on grounded CH up close. 96330
(PC)
??
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. 96331
(PC)
??
CH 2H > [4]6H->P, c.S > 236K~P, 5K > 2146K~P, (6236K~H) All 201 (238) GI, IN, JC, MA, MI, RA, BA (SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA) [4] Hard 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. Video ??
CH 2H > [4]6H->P, 2146K~P, microwalk 5K > 2146K~P, 6236K~H Close 243 All [4] Hard Microwalk 5K will whiff at tip range CH 2H. Reliable route on mid/heavies. Against lightweights, both kBMFs must be JFkBMFs to connect kHK at the end (difficulty upgraded to [5] Very Hard, video). Video ??
CH 2H > [4]6H->P, [c.S > 2146K~P]×2, c.S > 6H, WS 6H, Corner 310 All [4] Hard Disgusting damage in the corner and meterless ??
CH 2H > [4]6H->P, 2146K~P, [c.S > 2146K~P]×2, 5H, WS 623H Corner 321 All [5] Very Hard The link for 2146K~P after [4]6H->P is tight but consistent. Video ??
CH AA 2H > [4]6H->P, 2146K~P, 2146K~P, [4]6K~H -> dl. 632146P+H, 6H > [4]6H, 2H > 214H Midscreen 367 (???) SI [5] Very Hard Prohibitively hard but optimal punish for Sin's DP. Everything should be done the first frame possible except for the cancel into Giganter Kai, which must be done after exactly 9 frames. 367 includes c.S RISC. Video 1.33
6H Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6H, [4]6H->P, 5K>6K>214H, 5K>6H(>623H(whiff)), WS 6H Midscreen/Corner 273 All [2] Easy Basic counterhit 6H combo without kBMF. Works from Roundstart. Optional (623H) on the wall splat to build more meter 1.26
CH 6H, [4]6H->P, 2146K~P, [ c.S > 2146K~P ]x2, 5H > [4]6H->P, 623H Near Corner 329 All [5] Very Hard 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.) Video 1.26
CH 6H, [4]6H->P, 2146K~P, c.S > 2146K~P, c.S > 6H, [4]6H->P, 6H Near Corner 321 All [4] Hard Meterless confirm for a CH 6H. 1.26

D Starters

5D Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8, j.H > jc > j.H > j.S > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 243 All [1] Very Easy Tension Gain: 23
Universal Dust route.
Video ??
5[D]8, j.H > jc > j.H, dl. j.H, dl. j.H jc j.H (Finishing Blow) Anywhere 246 All except CH, MI [3] Medium Tension Gain: 24
Does not work on  Chipp or  Millia, but the universal route shreds their HP anyways.
Video ??
2D Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(CH) 2D > [4]6H Any 89 [1]Very easy Tension Gain: 26%
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.
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CH 2D > [4]6H > 66RRC~c.S > 2146K~P, 623H Any 205 [4] Hard Tension Gain: -25~%
Metered extension. This gives you corner from round start distance
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CH 2D > [4]6H > 66RRC~c.S > 2S > delay 2H > delay 236P, 623H Corner 243 [3] Medium Tension Gain: -25~%
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
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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 [4] Hard Tension Gain: 45~%
You can spend 50 meter to end with 632146H instead of 623H for 270 damage and oki instead
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CH 2D > 236P, 5K > 2146K~P, 5K > 2146K~P, 2H > 623H Corner 266 [4] Hard Tension Gain: 50~%
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
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CH 2D > [4]6H > 66RRC~c.S > 2146K~P, c.S > 2146k~P, 5K > 6H > [4]6H, 623H Corner 281 [4] Hard Tension Gain: -20~%
Alternate 50 meter route for more damage at the cost of oki.
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Special Starters

Special Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146K~P > 66RRC, 2S > 2H > 214H Close All [1] Very Easy Basic damage conversion off Potemkin Buster with no walls. ??
632146K~P > FRRC, [5D] > 2S > 2H > 214H Close 226 All [2] Easy Tension Gain: ~15
Fully charge the 5D after the (F)RRC. Basic damage conversion off Potemkin Buster with no walls.
Video ??
632146K~P > 66RRC, c.S > 2H > 623H Any/Corner 213/248 All [1] Very 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. ??
632146K~P > FRRC, [5D] > 2S > 2H > 623H Any/Corner 231/262 All [2] Easy Tension Gain: ~25
Fully charge the 5D after the (F)RRC. Potemkin Buster into Heat Knuckle guaranteed wall break in corner. Corner version
Video ??
632146K~P > 66RRC, dl.2146K~P, c.S > 2S > 2H > 214H WS, 6236K~H Corner 263 All [4] Hard Tension Gain: -26% + Bonus
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.
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632146K~P PRC, dl.2146K~P, 5K > 2146K~P, 5K, WS 6H, HFB, 6H Corner 279 All [4] Hard Variation on the optimal Buster route. Video 1.23
632146K~P PRC, dl.2146K~P, 5K > 2146K~P, 5K > JF 2146K~P, 2H, WS ([4]6H->P), 623H Corner 284 All [5] Very Hard Optimal RC confirm off corner Potemkin Buster. Last kBMF must be a JFkBMF in order to bypass the wallsplat damage threshold, otherwise you will wallsplat early. Video ??
CH 2146K~P, c.S > 2H > 214H 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. ??
214P, c.S jc66BRC, 2146K~P, 2H > 236P, 5K > 2D, WS ([4]6H->P), 623H Back in corner 255 All [4] Hard Side-switch into wallbreak route off normal hit BMF. Works for CH BMF too. HFB not necessary at end but builds more meter. Video ??
CH 63214S, 5K > 2146K~P(x2), 5K > 41236H WS (632146H, 2H WS 41236H) / 236D / c.S Corner 282 All [4] Hard Tension Gain: 39
Corner combo off of CH flick. Grants HKD off of WB if you use WA or 632146H. Try to hit the last 5K as high as possible due to the slow recovery of 41236H.
185912
(PC)
1.34
CH 236P, 5K > 2146K~P, [4]6K~H -> dl. 632146P+H, 6H > [4]6H -> P, 632146K~[S], 2146K~P, 5H, WS ([4]6H->P), 623H Round Start 300 All [5] Very Hard Optimal Combo for CH FMF at roundstart with 50 meter. Refer to the video for specific timing adjustments. Video 1.33

External Links/Videos

Season 3 Potemkin Combo Video Easy to intermediate combos for new players, updated for Season 3.

DSbro's Optimal Combos Series As of battle patch 2.00. Additional optimal combos are on the same channel.

DSbro's kBMF loop concept video Shows some extremely niche combos and is generally not max damage but semi-optimized.

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