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.
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.
The economical choice for meter usage are [[GGST/Movement#Cancel_the_Roman_Cancel|fast Roman Cancel]] (i.e. FRC, notated XRC~) routes to refund up to 26% meter while continuing a combo:
The economical choice for meter usage are [[GGST/Movement#Cancel_the_Roman_Cancel|fast Roman Cancel]] (i.e. FRC, notated XRC~) routes to refund up to 26% meter while continuing a combo:
Numbers represent direction on a keyboard numpad. For example, + 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.
Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. 2D, Mega FistGuardHighStartup25Recovery16Advantage-6, CH6P, Throw) and approaching via Hammer Fall BreakGuardAllStartup18~62Recovery26Advantage-9 to continue pressure with either a meatyc.S or GarudaGuardAll (Guard Crush)Startup28Recovery24Advantage+19okizeme 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 BusterGuardGround 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) 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 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:
Utilizing Mega Fist as an ender will give you fantastic oki in short routes (e.g. c.S > 2H > Mega Fist) as it allows for a meaty Garuda. In longer/more scaled routes however, it will only give a meaty c.S.
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
CHc.S > 2H > Hammer Fall Break, 5K > kBMF, 2S > Mega Fist
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.
NOTE: On lightweights, the 2S link after kBMF (in the provided sample combos) will whiff, but it is possible to perform a kara-cancelled Heat Knuckle (known as kHK, 6236K~H). It is a tight link, and taking the okizeme from kBMF is usually better as this setup will allow for a meaty Garuda.
Just Frame kara Back Mega Fist RoutingFor combo addicts looking to optimize.
There exists a unique version of kBMF known as JFkBMF (Just Framekara-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 work on lightweights:
Snippet
Notes
CHc.S > 2H > Hammer Fall Break, 5K > JFkBMF, 2S > Mega Fist
Adjusted CHc.S route allowing for oki on lightweights.
Midscreen loops as well as 2S links after kBMF work on lightweights as long as the first 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).
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 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.
The filler routing after Giganter connects is straightforward:
Snippet
Notes
... Giganter, 6H > Mega Fist ...
Standard filler for Giganter confirms.
... 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 > Hammer Fall is the best possible filler, 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 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.
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.
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 cancelDash 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, with weight-specific options after the kBMF. In the corner however, c.S can be used instead for more damage during loops.
Confirms such as CHf.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 FRC) 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. CH2H, 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:
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).
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. CH2H > 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 CH2H > 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-cancelledmeaty 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 OTG5K/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 meatyc.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. safejab5P). 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.
Currently, every damage value here has only been dealt to Ky.
P Starters
5P Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Video
Notes
5P > 5P > ...
Close
64 (3 hits)
10 (3 hits)
All
[1] Very Easy
Basic 5f punish, number of punches will vary with range.
5P > 5P > ...
Close
64 (3 hits)
10 (3 hits)
All
[1] Very Easy
Basic 5f punish, number of punches will vary with range.
5P, c.S > 2D
Close
80
13
All
[2] Easy
5P must hit meaty 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 must hit meaty 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.
5P must hit meaty 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.
AA 5P > 5P > 623H
Close anti-air
103
19
All
[2] Easy
Quick anti-air combo that blasts the opponent away.
AA 5P, c.S > 2S > 236P
Close anti-air
105
17
All
[2] Easy
Basic anti-air confirm into okizeme. Generally preferred over the AA 5P > 623H combo unless 623H will break the wall.
AA 5P, [2S] or [2H] > 236P
Close anti-air
86/92
14/15
All
[3] Medium
Alternative to above combo. Use if not in range for c.S to connect. 2S link whiffs on a lower AA 5P where 2H would succeed, and 2H link whiffs on a further AA 5P where 2S would succeed. This route is used if intending to PRC after the 236P for an extended combo.
AA 5P, c.S jc66BRC, 2146K~P, dl. 6K, 5K > 2146K~P, 5K > dl. 2146K~P, 2H, WS ([4]6H->P), [623H] or [6H]
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.
2P Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Video
Notes
2P > 2P > ...
Close
55 (3 hits)
10 (3 hits)
All
[1] Very Easy
Slower punish / poke that is less likely to whiff on low-profile opponents.
6P Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Video
Notes
6P > 623H
Close
129
18
All
[1] Very Easy
Basic confirm off your dedicated anti-air button.
CH6P > 236P
Close
85
14
All
[1] Very Easy
Basic CH confirm off your dedicated anti-air button into oki. It's possible to OS the proper followup of 623H for normal 6P and this combo by inputting 6P > 236H~236P using counterhit hitstop OS.
K Starters
2K/5K Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Video
Notes
[5K] or [2K] > 2D (> [4]6H[->P])
Close
60/54 (83/77)
9 (16) [12]
All
[2] Easy
[4] should be held during before start of combo. Can OTG with Hammer Fall or use Hammer Fall Break ([4]6H->P) for okizeme.
kBMF loop route from 6K frametrap in corner (i.e. c.S > 6K catching jump)
CH6K, c.S > 2H > 236P
Close
158
26
All
[2] Easy
Basic confirm for CH 6K.
CH6K > 214H, 632146K~P
Close
214
36
All
[3] Medium
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.
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 > ...
Universal (okizeme) confirm for CHc.S. Requires a JFkBMF to get 2S > 236P vs lightweights. Replace 2S > 236P with kHK (6236K~H) for more damage and/or wallbreak.
CHc.S > 5D, 5K > 2146K~P, 2S > 236P
Close
214
SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA
[4] Medium
<replace soon>
Optimal (okizeme) confirm for CHc.S vs mid/heavyweights. The 5D, 5K link is tight but doable. Replace 2S > 236P with kHK (6236K~H) for more damage and/or wallbreak.
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.
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.
CH5H > 236P
Mid-range
118
All
[2] Easy
Basic CH combo that leaves opponent standing and close.
CH5H > 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.
CH5H > 236P > 66PRC, 2S > 2H > 236P, (236P)
Mid-range
225
All
[4] Hard
Easier extension to mid-range CH5H. 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.
2H Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Video
Notes
2H > [236P] or [623H]
Close
??/155
All
[1] Very Easy
When anti-airing, if opponent is too high then followups can whiff, delay slightly to ensure they connect.
Used as a specific meterless punish to certain moves (e.g. I-No'sUltimate FortissimoGuardAll (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.
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.
CH2H, 2S > 2H > 236P, (236P)
Close
202
All
[3] Medium
Only works on grounded CH up close. the first 236P must be cancelled into after a short delay. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH2H, 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.
Universal confirm off CH2H. On hit at tip range of CH2H, 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.
Microwalk 5K will whiff at tip range CH2H. 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).
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.)
Does not work on Chipp or Millia, but the universal route shreds their HP anyways.
2D Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Video
Notes
(CH) 2D > [4]6H
Any
89
26%
[1]Very easy
Non-CH requires [4] to be held prior to 2D. Can HFB to sacrifice damage and land closer to run oki. Alternatively, you can end with 623H if you're close enough for more damage and more corner carry at the cost of potential oki.
CH2D > [4]6H > 66RRC~c.S > 2146K~P, 623H
Any
205
-25~%
[4] Hard
Metered extension. This gives you corner from round start distance
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
CH2D > 236P, 2S > delay 2H > delay 236P, 623H
Corner
238
[3] Medium
You can end with 632146H for 249 damage and oki instead.
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
Fully charge the 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.
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.
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.
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.
CH2146K~P, c.S > 2H > 236P, (236P)
Close
201
All
[2] Easy
Conversion off CH Kara backwards Mega Fist. Only works up close. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH2146K~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.