GGST/Potemkin/Combos: Difference between revisions

From Dustloop Wiki
< GGST‎ | Potemkin
(→‎Combo List: <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->)
(Updated all damage values so far to be versus Ky, in-line with wiki guidelines)
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==Combo List==
==Combo List==
*Currently, every damage value here has only been dealt to Sol.
*Currently, every damage value here has only been dealt to '''Ky'''.
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | {{clr|1|5P}}, {{clr|1|5P}}, ... || Close || 61 (3 hits) ||  ||  || [1] {{clr|1|Very Easy}} || Basic 5f punish, number of punches will vary with range.
| | {{clr|1|5P}}, {{clr|1|5P}}, ... || Close || 64 (3 hits) ||  ||  || [1] {{clr|1|Very Easy}} || Basic 5f punish, number of punches will vary with range.
|-  
|-  
| | {{clr|1|5P}}, {{clr|1|5P}}, {{clr|4|623H}} || Close anti-air || 92 ||  ||  || [2] {{clr|2|Easy}} || Quick anti-air combo that blasts the opponent away.
| | {{clr|1|5P}}, {{clr|1|5P}}, {{clr|4|623H}} || Close anti-air || 103 ||  ||  || [2] {{clr|2|Easy}} || Quick anti-air combo that blasts the opponent away.
|-  
|-  
| | {{clr|1|2P}}, {{clr|1|2P}}, ... || Close || 52 (3 hits) ||  ||  || [1] {{clr|1|Very Easy}} || Slower punish / poke that is less likely to whiff on low-profile opponents.
| | {{clr|1|2P}}, {{clr|1|2P}}, ... || Close || 55 (3 hits) ||  ||  || [1] {{clr|1|Very Easy}} || Slower punish / poke that is less likely to whiff on low-profile opponents.
|-  
|-  
| | {{clr|2|5K}}, {{clr|5|2D}}, {{clr|4|[4]6H}} || Close || 80 ||  ||  || [2] {{clr|2|Easy}} || Can HFB to sacrifice damage and land point-blank.
| | {{clr|2|5K}}, {{clr|5|2D}}, {{clr|4|[4]6H}} || Close || 83 ||  ||  || [2] {{clr|2|Easy}} || Can HFB to sacrifice damage and land point-blank.
|-  
|-  
| | {{clr|2|2K}}, {{clr|5|2D}}, {{clr|4|[4]6H}}  || Close || 74 ||  ||  || [2] {{clr|2|Easy}} || BnB low confirm with good range. Can HFB to sacrifice damage and land point-blank.
| | {{clr|2|2K}}, {{clr|5|2D}}, {{clr|4|[4]6H}}  || Close || 77 ||  ||  || [2] {{clr|2|Easy}} || BnB low confirm with good range. Can HFB to sacrifice damage and land point-blank.
|-  
|-  
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | '''CH''' {{clr|3|2S}}, {{clr|4|[4]6H}} || Any || 99 ||  ||  || [1] {{clr|1|Very Easy}} || Easy CH combo that closes a significant amount of space
| | '''CH''' {{clr|3|2S}}, {{clr|4|[4]6H}} || Any || 94 ||  ||  || [1] {{clr|1|Very Easy}} || Easy CH combo that closes a significant amount of space
|-  
|-  
| | {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}} || Any || 121 ||  ||  || [1] {{clr|1|Very Easy}} || For when 2H won't reach
| | {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}} || Any || 124 ||  ||  || [1] {{clr|1|Very Easy}} || For when 2H won't reach
|-  
|-  
| | {{clr|3|f.S}}, {{clr|4|5H}} || Any || 85 ||  ||  || [1] {{clr|1|Very Easy}} || Your go-to midscreen poke confirm.
| | {{clr|3|f.S}}, {{clr|4|5H}} || Any || 87 ||  ||  || [1] {{clr|1|Very Easy}} || Your go-to midscreen poke confirm.
|-  
|-  
| | {{clr|3|c.S}}, {{clr|4|2H}}, {{clr|4|623H}} || Very Close || 166 ||  ||  || [2] {{clr|2|Easy}} || Your meterless conversion if you're close enough for 2H to connect
| | {{clr|3|c.S}}, {{clr|4|2H}}, {{clr|4|623H}} || Very Close || 173 ||  ||  || [2] {{clr|2|Easy}} || Your meterless conversion if you're close enough for 2H to connect
|-  
|-  
| | {{clr|3|c.S}}, {{clr|4|2H}}, {{clr|3|236236s}} || Very Close || 252 ||  ||  || [2] {{clr|2|Easy}} || Burn 50 meter for increased damage and better Oki
| | {{clr|3|c.S}}, {{clr|4|2H}}, {{clr|3|236236s}} || Very Close || 257 ||  ||  || [2] {{clr|2|Easy}} || Burn 50 meter for increased damage and better Oki
|-  
|-  
| | '''CH''' {{clr|3|2S}}, {{clr|4|[4]6H -> P}}, {{clr|1|632146P}} || Midscreen/Any || 182 ||  ||  || [3] {{clr|3|Medium}} || The timing on the HFB will vary depending on screen position.  
| | '''CH''' {{clr|3|2S}}, {{clr|4|[4]6H -> P}}, {{clr|1|632146P}} || Midscreen/Any || 186 ||  ||  || [3] {{clr|3|Medium}} || 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.
Extend with RRC, {{clr|4|2H}}, {{clr|4|623H}} for more damage/wallbreak in the corner.
|-
|-
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | {{clr|4|2H}}, {{clr|4|623H}} || Close || 145 ||  || All || [1] {{clr|1|Very Easy}} || When anti-airing, if opponent is too high then {{clr|4|623H}} can whiff.
| | {{clr|4|2H}}, {{clr|4|623H}} || Close || 155 ||  || All || [1] {{clr|1|Very Easy}} || When anti-airing, if opponent is too high then {{clr|4|623H}} can whiff.
|-  
|-  
| | {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 148 ||  || All || [2] {{clr|2|Easy}} ||  
| | {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 151 ||  || All || [2] {{clr|2|Easy}} ||  
|-  
|-  
| | '''CH''' {{clr|4|2H}}, {{clr|3|2S}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 174 ||  || All || [2] {{clr|2|Easy}} || Consistent at all ranges and heights
| | '''CH''' {{clr|4|2H}}, {{clr|3|2S}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 178 ||  || All || [2] {{clr|2|Easy}} || Consistent at all ranges and heights
|-  
|-  
| | '''CH''' {{clr|4|2H}}, {{clr|4|2H}}, {{clr|4|623H}} || Close || 179 ||  || All || [2] {{clr|2|Easy}} || Whiffs at tip range.
| | '''CH''' {{clr|4|2H}}, {{clr|4|2H}}, {{clr|4|623H}} || Close || 185 ||  || All || [2] {{clr|2|Easy}} || Whiffs at tip range.
|-  
|-  
| | '''CH''' {{clr|4|2H}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 183 ||  || All || [2] {{clr|2|Easy}} || Whiffs at tip range or if enemy is too high.
| | '''CH''' {{clr|4|2H}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 187 ||  || All || [2] {{clr|2|Easy}} || Whiffs at tip range or if enemy is too high.
|-  
|-  
| | '''CH''' {{clr|4|2H}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 198 ||  || All || [3] {{clr|3|Medium}} || Only works on grounded CH up close. the first {{clr|1|236P}} must be cancelled into after a short delay.
| | '''CH''' {{clr|4|2H}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 202 ||  || All || [3] {{clr|3|Medium}} || Only works on grounded CH up close. the first {{clr|1|236P}} must be cancelled into after a short delay.
|-
|-
| | '''CH''' {{clr|4|2H}}, {{clr|4|2H}}, {{clr|3|236236S}} || Close || 267 ||  || All || [2] {{clr|2|Easy}} || Super simple meter conversion for massive damage. Does more damage than adding a {{clr|3|2S}} filler. Whiffs at tip range
| | '''CH''' {{clr|4|2H}}, {{clr|4|2H}}, {{clr|3|236236S}} || Close || 272 ||  || All || [2] {{clr|2|Easy}} || Super simple meter conversion for massive damage. Does more damage than adding a {{clr|3|2S}} filler. Whiffs at tip range
|-  
|-  
| | '''CH''' {{clr|4|5H}}, {{clr|4|[4]6H}} || Far || 113 ||  || All || [1] {{clr|1|Very Easy}} || Basic CH combo that converts a huge range poke into close range pressure. Can {{clr|4|[4]6H}}>{{clr|1|P}} instead.
| | '''CH''' {{clr|4|5H}}, {{clr|4|[4]6H}} || Far || 113 ||  || All || [1] {{clr|1|Very Easy}} || Basic CH combo that converts a huge range poke into close range pressure. Can {{clr|4|[4]6H}}>{{clr|1|P}} instead.
|-  
|-  
| | '''CH''' {{clr|4|5H}}, {{clr|4|[4]6H}}, 66RRC, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Far || 225 ||  || All || [3] {{clr|3|Medium}} || Extension. The first {{clr|1|236P}} must be cancelled into after a short delay.
| | '''CH''' {{clr|4|5H}}, {{clr|4|[4]6H}}, 66RRC, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Far || 205 ||  || All || [3] {{clr|3|Medium}} || Extension. The first {{clr|1|236P}} must be cancelled into after a short delay.
|-  
|-  
| | '''CH''' {{clr|4|5H}}, {{clr|1|236P}} || Mid-range || 115 ||  || All || [2] {{clr|2|Easy}} || Basic CH combo that leaves opponent standing and close.
| | '''CH''' {{clr|4|5H}}, {{clr|1|236P}} || Mid-range || 118 ||  || All || [2] {{clr|2|Easy}} || Basic CH combo that leaves opponent standing and close.
|-  
|-  
| | '''CH''' {{clr|4|5H}}, {{clr|1|236P}}, 66PRC, {{clr|3|c.S}}, {{clr|4|214H}}, {{clr|1|632146K~P}} || Mid-range || 248 ||  || All || [5] {{clr|5|Very Hard}} || Absolutely filthy extension. The 66PRC must be performed just before touching the ground, and it must be a Kara Buster to reach. Can be further extended with 66RRC {{clr|4|2H}}, {{clr|4|623H}} which will wall break from mid-stage for 290 damage and meter gain.
| | '''CH''' {{clr|4|5H}}, {{clr|1|236P}}, 66PRC, {{clr|3|c.S}}, {{clr|4|214H}}, {{clr|1|632146K~P}} || Mid-range || 253 ||  || All || [5] {{clr|5|Very Hard}} || Absolutely filthy extension. The 66PRC must be performed just before touching the ground, and it must be a Kara Buster to reach. Can be further extended with 66RRC {{clr|4|2H}}, {{clr|4|623H}} which will wall break from mid-stage for 290 damage and meter gain.
|-  
|-  
| | '''CH''' {{clr|4|5H}}, {{clr|1|236P}}, 66PRC, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Mid-range || 220 ||  || All || [4] {{clr|4|Hard}} || 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.
| | '''CH''' {{clr|4|5H}}, {{clr|1|236P}}, 66PRC, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Mid-range || 225 ||  || All || [4] {{clr|4|Hard}} || 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.
|-  
|-  
|}
|}
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | '''CH''' {{clr|2|6K}}, {{clr|4|214H}}, {{clr|1|632146K~P}} || Close ||  190 ||  || All || [3] {{clr|3|Medium}} || Must be a Kara Buster to reach, and will not reach from far away {{clr|2|6K}}.
| | '''CH''' {{clr|2|6K}}, {{clr|4|214H}}, {{clr|1|632146K~P}} || Close ||  194 ||  || All || [3] {{clr|3|Medium}} || Must be a Kara Buster to reach, and will not reach from far away {{clr|2|6K}}.
|-  
|-  
| | '''CH''' {{clr|2|6K}}, {{clr|4|214H}}, {{clr|3|2S}}, {{clr|4|5H}} || Mid-Range || 147 ||  || All || [2] {{clr|2|Easy}} || Alt route for long range {{clr|2|6K}} or easier execution
| | '''CH''' {{clr|2|6K}}, {{clr|4|214H}}, {{clr|3|2S}}, {{clr|4|5H}} || Mid-Range || 149 ||  || All || [2] {{clr|2|Easy}} || Alt route for long range {{clr|2|6K}} or easier execution
|-  
|-  
| | {{clr|1|632146P}}, 66RRC, {{clr|3|2S}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 212 ||  || All || [2] {{clr|2|Easy}} || Basic damage conversion off Potemkin Buster with no walls
| | {{clr|1|632146P}}, 66RRC, {{clr|3|2S}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 206 ||  || All || [2] {{clr|2|Easy}} || Basic damage conversion off Potemkin Buster with no walls
|-  
|-  
| | '''CH''' {{clr|1|2146K~P}}, {{clr|3|c.S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 197 ||  || All || [2] {{clr|2|Easy}} || Conversion off CH Kara backwards Mega Fist. Only works up close
| | '''CH''' {{clr|1|2146K~P}}, {{clr|3|c.S}}, {{clr|4|2H}}, {{clr|1|236P}}, {{clr|1|236P}} || Close || 201 ||  || All || [2] {{clr|2|Easy}} || Conversion off CH Kara backwards Mega Fist. Only works up close
|-  
|-  
| | '''CH''' {{clr|1|2146K~P}}, {{clr|3|2S}}, {{clr|4|5H}} || Mid-Range || 150 ||  || All || [2] {{clr|2|Easy}} || Alt route for tip range
| | '''CH''' {{clr|1|2146K~P}}, {{clr|3|2S}}, {{clr|4|5H}} || Mid-Range || 154 ||  || All || [2] {{clr|2|Easy}} || Alt route for tip range
|-
|-
|}
|}

Revision as of 18:57, 15 June 2021



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
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 List

  • Currently, every damage value here has only been dealt to Ky.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P, 5P, ... Close 64 (3 hits) [1] Very Easy Basic 5f punish, number of punches will vary with range.
5P, 5P, 623H Close anti-air 103 [2] Easy Quick anti-air combo that blasts the opponent away.
2P, 2P, ... Close 55 (3 hits) [1] Very Easy Slower punish / poke that is less likely to whiff on low-profile opponents.
5K, 2D, [4]6H Close 83 [2] Easy Can HFB to sacrifice damage and land point-blank.
2K, 2D, [4]6H Close 77 [2] Easy BnB low confirm with good range. Can HFB to sacrifice damage and land point-blank.
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 2S, [4]6H Any 94 [1] Very Easy Easy CH combo that closes a significant amount of space
c.S, f.S, 5H Any 124 [1] Very Easy For when 2H won't reach
f.S, 5H Any 87 [1] Very Easy Your go-to midscreen poke confirm.
c.S, 2H, 623H Very Close 173 [2] Easy Your meterless conversion if you're close enough for 2H to connect
c.S, 2H, 236236s Very Close 257 [2] Easy Burn 50 meter for increased damage and better Oki
CH 2S, [4]6H -> P, 632146P Midscreen/Any 186 [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.

5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2H, 623H Close 155 All [1] Very Easy When anti-airing, if opponent is too high then 623H can whiff.
2H, 236P, 236P Close 151 All [2] Easy
CH 2H, 2S, 236P, 236P Close 178 All [2] Easy Consistent at all ranges and heights
CH 2H, 2H, 623H Close 185 All [2] Easy Whiffs at tip range.
CH 2H, 2H, 236P, 236P Close 187 All [2] Easy Whiffs at tip range or if enemy is too high.
CH 2H, 2S, 2H, 236P, 236P Close 202 All [3] Medium Only works on grounded CH up close. the first 236P must be cancelled into after a short delay.
CH 2H, 2H, 236236S Close 272 All [2] Easy Super simple meter conversion for massive damage. Does more damage than adding a 2S filler. Whiffs at tip range
CH 5H, [4]6H Far 113 All [1] Very Easy Basic CH combo that converts a huge range poke into close range pressure. Can [4]6H>P instead.
CH 5H, [4]6H, 66RRC, 2S, 2H, 236P, 236P Far 205 All [3] Medium Extension. The first 236P must be cancelled into after a short delay.
CH 5H, 236P Mid-range 118 All [2] Easy Basic CH combo that leaves opponent standing and close.
CH 5H, 236P, 66PRC, c.S, 214H, 632146K~P Mid-range 253 All [5] Very Hard Absolutely filthy extension. The 66PRC must be performed just before touching the ground, and it must be a Kara Buster to reach. Can be further extended with 66RRC 2H, 623H which will wall break from mid-stage for 290 damage and meter gain.
CH 5H, 236P, 66PRC, 2S, 2H, 236P, 236P Mid-range 225 All [4] Hard Easier extension to mid-range CH 5H. carries just as far but has less maximum damage potential when extended. The 66PRC must be performed just before touching the ground.
Command Normal/Special Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 6K, 214H, 632146K~P Close 194 All [3] Medium Must be a Kara Buster to reach, and will not reach from far away 6K.
CH 6K, 214H, 2S, 5H Mid-Range 149 All [2] Easy Alt route for long range 6K or easier execution
632146P, 66RRC, 2S, 236P, 236P Close 206 All [2] Easy Basic damage conversion off Potemkin Buster with no walls
CH 2146K~P, c.S, 2H, 236P, 236P Close 201 All [2] Easy Conversion off CH Kara backwards Mega Fist. Only works up close
CH 2146K~P, 2S, 5H Mid-Range 154 All [2] Easy Alt route for tip range


Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

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