GGST/Potemkin/Combos

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< GGST‎ | Potemkin
Revision as of 06:18, 15 June 2021 by Kingly (talk | contribs) (Added Damage for unlisted combos and added combos off special/command normal starters)



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 Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P, 5P, ... Close 61 (3 hits) [1] Very Easy Basic 5f punish, number of punches will vary with range.
5P, 5P, 623H Close anti-air 92 [2] Easy Quick anti-air combo that blasts the opponent away.
2P, 2P, ... Close 52 (3 hits) [1] Very Easy Slower punish / poke that is less likely to whiff on low-profile opponents.
5K, 2D, [4]6H Close 80 [2] Easy Can HFB to sacrifice damage and land point-blank.
2K, 2D, [4]6H Close 74 [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 99 [1] Very Easy Easy CH combo that closes a significant amount of space
c.S, f.S, 5H Any 121 [1] Very Easy For when 2H won't reach
f.S, 5H Any 85 [1] Very Easy Your go-to midscreen poke confirm.
c.S, 2H, 623H Very Close 166 [2] Easy Your meterless conversion if you're close enough for 2H to connect
c.S, 2H, 236236s Very Close 252 [2] Easy Burn 50 meter for increased damage and better Oki
CH 2S, [4]6H -> P, 632146P Midscreen/Any 182 [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 145 All [1] Very Easy When anti-airing, if opponent is too high then 623H can whiff.
2H, 236P, 236P Close 148 All [2] Easy
CH 2H, 2S, 236P, 236P Close 174 All [2] Easy Consistent at all ranges and heights
CH 2H, 2H, 623H Close 179 All [2] Easy Whiffs at tip range.
CH 2H, 2H, 236P, 236P Close 183 All [2] Easy Whiffs at tip range or if enemy is too high.
CH 2H, 2S, 2H, 236P, 236P Close 198 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 267 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 225 All [3] Medium Extension. The first 236P must be cancelled into after a short delay.
CH 5H, 236P Mid-range 115 All [2] Easy Basic CH combo that leaves opponent standing and close.
CH 5H, 236P, 66PRC, c.S, 214H, 632146K~P Mid-range 248 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 220 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 190 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 147 All [2] Easy Alt route for long range 6K or easier execution
632146P, 66RRC, 2S, 236P, 236P Close 212 All [2] Easy Basic damage conversion off Potemkin Buster with no walls
CH 2146K~P, c.S, 2H, 236P, 236P Close 197 All [2] Easy Conversion off CH Kara backwards Mega Fist. Only works up close
CH 2146K~P, 2S, 5H Mid-Range 150 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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