GGST/Potemkin/Combos

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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, 2S, 2H, 623H Very Close 185 [2] Easy For when you're close enough to fit in the 2S
c.S, 2H, 236236s Very Close 257 [2] Easy Burn 50 meter for increased damage and better Oki
c.S, 2S, 2H, 236236s Very Close 263 [2] Easy Similar to the above but when you're close enough fit a 2S in for extra damage
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 Can replace second Mega Fist with Kara backwards Mega Fist for an extra 15 damage.
2H, 236P, 5K, 236P, 236P Close 195 All [3] Medium Only works when practically on opponent. Can sub in 623H after 5K at wall for wall break. Can replace third Mega Fist with Kara backwards Mega Fist for an extra 9 damage, or cancel 5K into Kara backwards Mega Fist for an extra 12 damage. Doing both will cause the second to whiff.
CH 2H, 2S, 236P, 236P Close 178 All [2] Easy Consistent at all ranges and heights
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 2H, [4]6H->P, c.S, 2146K~P, c.S, 2146K~P, c.S, 6H, 6H, Corner 310   All [4] Hard Disgusting damage in the corner and meter less https://twitter.com/Leapfrog_Potcho/status/1404574174178332672
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
CH 6H, [4]6H->P, 2146K~P, c.S, 2146K~P, c.S, 6H, [4]6H->P, 6H Near Corner 340 All [4] Hard Meterless confirm for a CH 6H.
632146P, 66RRC, 2S, 236P, 236P Close 215 All [2] Easy Basic damage conversion off Potemkin Buster with no walls
632146P, 66RRC, c.S, 2H, 623H Any/Corner 213/248   All [2] Easy Potemkin Buster into Heat Knuckle guaranteed wall break in corner. Mostly should be done in corner for extra damage
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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