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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Ky.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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]or[2K] , 2D, [4]6H (->P) | Close | 83 /77 | [2] Easy | Can HFB to sacrifice damage and land point-blank. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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, 236P, c.S, 2H, 236P, 6H | Very Close, Corner | 268 | All | [2] Easy | Easy meterless wall combo. | |
c.S, 2H, 236P, c.S, 2H, 236P, 623H | Very Close, Corner | 267 | ~47 | All | [2] Easy | More tension than the combo above. Any move post wallbreak guarantees 50 tension |
c.S, 2H, 236P, k, 6k, 63214s, 6H | Close, Corner | 241 | All | [2] Easy | alternate route for basic wall break combo when the c.S would turn into f.S. [Video] | |
c.S, 2H, 236P, k, 6k, 63214s, 2D, 6H | Close, Corner | 243 | All | [3] Medium | Alt rout for above combo for when the character does not wall splat on 63214s [Video] | |
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 | ||
c.S, (2S), 2H, 623H, 66RRC ~ 236P (Whiff), c.S, 2H, 236P WS, 6H | Back to Corner | 237 | [4] Hard | If you fail to 66RRC ~ 236P , you can 236K~P for the necessary distance. 2S if you are very close. Reference [Video]; Alternative Entry (Close Anti-Air); [5P]x2, 623H, ... | ||
CH 2S, [4]6H -> P, 632146P | Midscreen/Any | 186 | [3] Medium | The timing on the HFB will vary depending on screen position. [Video]
Extend with RRC, 2H, 623H for more damage/wallbreak in the corner. | ||
CH f.S, [4]6H, 66RRC~5K, 2146K~P, 5K, 2146K~P | Any | 199 | [4] Hard | Requires a slight walk forward between the first 2146K~P and 5K, or the 5K whiffs. At round start distance, you can extend it with 2S, 236P, 6H for 265 damage and wallbreak |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. Can forgo second mega fist for [4]6H>P and 214H their wakeup. | |
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, [4]6H, 66RRC~5K, 2146K~P, 5K, 2146K~P | Any | 235 | [4] Hard | Requires a slight walk forward between the first 2146K~P and 5K, or the 5K whiffs. At round start distance, you can extend it with 2S, 236P, 6H for 302 damage and wallbreak | ||
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 | [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, 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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. | |
CH 6H, [4]6H->P, 2146K~P, [ c.S, 2146K~P ]x2, 5H, [4]6H->P, 623H | Near Corner | 348 | 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] | |
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. 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. | |
632146P > 66RRC, dl.2146K~P, c.S > 2S > 2H > 214H WS, 6236K~H | Corner | 263 | -26% + Bonus | All | [4] Hard | 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. |
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 | |
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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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[1] Very Easy | ||||||
[2] Easy | ||||||
j.H. , cS , 2H, 236P , 66RRC, 2S, 2H, 236P WS, 6H | Mid | 232 | [3] Medium | [Video] | ||
[4] Hard | ||||||
[5] Very Hard |
Combo | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5[D], [ j.K > j.H > jc ]x2 > j.H > j.H (Finishing Blow) | 223 | ~22% | Anyone | [1] Very Easy | |
5[D], j.H > j.P > j.S > jc > j.P > j.H > j.P > j.P (Finishing Blow) | 224 | ~23%? | Anyone | [1] Very Easy | |
5[D], j.H > jc > j.H > j.S > j.H > jc > j.H > j.H (Finishing Blow) | 243 | ~25% | Anyone | [1] Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH 2D, [4]6H | Any | 89 | 26% | [1]Very easy | 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 | |
CH 2D, [4]6H, 66RRC~c.S, 2146K~P, 623H | Any | 205 | -25~% | [4] Hard | Metered extension. This gives you corner from round start distance | |
CH 2D, [4]6H, 66RRC~c.S, 2S, delay 2H, delay 236P, 623H | Corner | 243 | -25~% | [3] Medium | 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 | |
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 | 45~% | [4] Hard | You can spend 50 meter to end with 632146H instead of 623H for 270 damage and oki instead | |
CH 2D, 236P, 5K, 2146K~P, 5K, 2146K~P, 2H, 623H | Corner | 266 | 50~% | [4] Hard | 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 | |
CH 2D, [4]6H, 66RRC~c.S, 2146k~P, c.S, 2146k~P, 5K, 6H, [4]6H, 623H | Corner | 281 | -20~% | [4] Hard | Alternate 50 meter route for more damage at the cost of oki |
Combo | Position | Works on: | Difficulty | Notes | |||
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[1] Very Easy | |||||||
[1] Easy | |||||||
[1] Medium | |||||||
[1] Hard | |||||||
[3] Very Hard |
Combo Theory
Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. 2D, Forward Mega Fist, CH 6P, Throw) and following up with either a meaty c.S or Garuda okizeme. However, the bulk of Potemkin's damage will inevitably come from Potemkin Buster as well as Garuda chip damage and 2D post-Garuda okizeme to rinse and repeat the okizeme situation.
In the midscreen, 2K and 5K can be comboed into 2D to set up easy, but powerful okizeme for Potemkin by utilizing Hammer Fall Break to approach. With a c.S starter, it may be tempting to route into 2S > 2H and end it with Heat Knuckle, but it is usually better to end in Forward Mega Fist to set up okizeme unless Heat Knuckle will break the wall. The knockdown from Heat Knuckle is too short to get any okizeme from, even with a fullscreen Hammer Fall Break. 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. Forward Mega Fist on the other hand leads to at least a meaty c.S, and sometimes Garuda okizeme depending on the combo anywhere on the screen. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and Positive Bonus.
The main filler in Potemkin's most damaging combos is kBMF, which is a kara-cancelled Back Mega Fist (2146K~P). It has the unique property of being the only special move in the game with different properties on kara-cancel, changing it from +4 to -2 on block, and adding an additional 20 damage. It also ground bounces the opponent, allowing for combos such as kBMF loops both midscreen and especially in the corner. The ground bounce also allows Potemkin to set up Garuda okizeme which wouldn't be possible with a regular Forward Mega Fist knockdown in extended combos where Forward Mega Fist would send the opponent too far away for anything other than a meaty c.S. kBMF loops refer to linking kBMF off of either c.S or 5K to get extended combos. In midscreen, 5K > kBMF is used because of c.S sending opponents too far to loop another kBMF. In the corner, it depends on the starter, but c.S > kBMF loops are more damaging. 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 microwalk to ensure c.S comes out, but if the issue is gravity then it is required to use 5K instead.
Generally speaking, it is difficult to convert into kBMF loops meterlessly midscreen without some situation such as a CH 2H for instance. It should be noted that meterless kBMF loops in the midscreen are usually less damaging than easier routes. The exception to this rule is when c.S catches a backdash and scores an air hit. It is possible to follow up with kFMF > 5K > kBMF > 2S > Forward Mega Fist on mid and heavyweights for a hefty punish and corner carry. On lightweights, 2S > Forward Mega Fist 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. With that in mind, metered starters like CH 5H > Hammer Fall can be Quick Forward Dash Roman Cancelled (66RRC~) into kBMF loops (CH 5H > Hammer Fall > 66RRC~5K > kBMF > microwalk > 5K > kBMF) for corner carry and wall break (2S > Forward Mega Fist, WS Heat Knuckle) from round start distance. This also works for CH f.S and CH 2S into Hammer Fall. In some midscreen kBMF loops, the first 5K is omitted, such as c.S > 2H > Forward Mega Fist ▷ 66PRC > kBMF > microwalk > 5K > kBMF.
However, in the corner, any hit that leaves the opponent high enough (e.g. 2H) for at least a 5K, but ideally c.S, to not OTG can usually be converted into kBMF loops. A CH 6H can also be converted meterlessly into kBMF loops by using a kBMF to pick up in the corner. With 50 Tension, the corner is Potemkin's oyster. Any stray hit, such as 5D, 2D, Forward Mega Fist, etc., and even normal throw and Potemkin Buster can be confirmed into two kBMF loops if not three, resulting in a 2H wallsplat and Heat Knuckle ender. If going for two or less kBMF loops, then 5K > 6H wallsplat leaves opponents at the ideal height for Heat Knuckle to break the wall. If, due to gravity, Heat Knuckle cannot be used to break the wall, then c.S > 6H to wallsplat and a second 6H to break the wall is preferred; there are certain combos where 5K > 6H, WS 6H must be used due to extreme gravity scaling (e.g. Corner Hammer Fall 66RRC~). The ending route should be chosen based on number of kBMF loops performed. At two kBMF loops or less, then c.S > 6H, WS 6H is usually the most damaging route meterless; with metered routes, Heat Knuckle is usually better due to Roman Cancel damage scaling (see: Roman Cancel Slowdown section). For three kBMF loops, 2H, WS Heat Knuckle is the preferred ender due to damage scaling (see: Proration section). Another way to route into metered kBMF loops in the corner is by using the guard crush of a meaty Garuda and performing a Dash Blue Roman Cancel (66BRC). Potemkin can go into kBMF loops off 2D by using the BRC slowdown for roughly 300 damage, and the 5D option is very punishing too. Potemkin Buster still remains a powerful tool for opponents attempting to spot the high/low strike option and not considering a throw in this mixup scenario.
Using Giganter as a wall break 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, then having it spaced (5K/c.S > 6H, WS will automatically space) so the initial hit does not break the wall and rather the "shield" that it generates starts hitting the opponent on the wall is ideal; it allows a 6H to be fit in before the third and final hit of Giganter's "shield" breaks the wall. This version is slightly more damage than using a raw Giganter to break the wall. 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.
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 c.S strike/throw mix 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.