GGST/Potemkin/Combos

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< GGST‎ | Potemkin
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 Potemkin



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.

P 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, 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, c.S > 2H > 236P Close 109 21 All [3] Medium Video 5P must hit meaty to link to c.S. Consistent on big bodies, but requires a deep 5P hit on smaller characters.
5P, c.S jc66BRC, c.S > 2146K~P, c.S > 2H > 236P (WS, 6H) Midscreen 163 (208) -37 (-33) All [3] Medium Video 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, c.S jc66BRC, 2H > [4]6H->P, 2146K~P, 6H > [4]6H, WS 6H Corner 220 -31 All [4] Hard Video 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] Close anti-air 232/227 -10/-16 All [5] Very Hard Video 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 > 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 > 623H Close 129 18 All [1] Very Easy Basic confirm off your dedicated anti-air button.
CH 6P > 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

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.
[5K] or [2K] > 2D > 66PRC, 5K > 2146K~P, 2S > 236P Midscreen 143/138 -38 All [3] Medium Basic metered conversion from 5K/2K starter.
6K > [4]6H > 66PRC, [c.S > 2146K~P]×2, 5H, WS ([4]6H~P), [623H] or [6H] Corner 292/291 ?/? All [3] Medium kBMF loop route from 6K frametrap in corner (i.e. c.S > 6K catching jump)
CH 6K, c.S > 2H > 236P Close 158 26 All [2] Easy Basic confirm for CH 6K.
CH 6K > 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.

S Starters

Combo Position Damage Tension
Gain
Works
on:
Difficulty Video Notes
CH 2S > [4]6H Any 94 All [1] Very Easy Video Easy CH combo that closes a significant amount of space.
CH 2S > [4]6H -> P, 632146P Midscreen/Any 186 All [3] Medium Video The timing on the HFB will vary depending on screen position.

Extend with RRC > 2H > 623H for more damage/wallbreak in the corner.

(c.S >) f.S > 5H Any 87/(124) All [1] Very Easy Video When 2H won't reach
Your go-to midscreen poke confirm.
c.S > (2S >) 2H > 623H Very Close 173/185 All [2] Easy Video Meterless conversion when close enough for 2H
Insert 2S when very close.
c.S > 2H > 236P, c.S > 2H > 236P, [6H]or[623H] Very Close, Corner 258/257 ?/~47 All ~ For large characters hold 6 during 236p > c.s [2] Easy Video Easy meterless wall combo.
Heat Knuckles gives More tension than 6H. Any move post wallbreak guarantees 50 tension.
c.S > 2H > 236P, K > 6K > 63214S, (2D), WS, 6H Close, Corner 241/(255) All [2] Easy Video alternate route for basic wall break combo when the c.S would turn into f.S. [Video]
2D needed when the character does not wall splat on 63214S
c.S > (2S >) 2H > 236236S Very Close 257/263 All [2] Easy Video Burn 50 meter for increased damage and better Oki
2S can be inserted when very close.
c.S/2S > 5H > 66RRC~214H > 632146K~P Midscreen/Any 258 All [3] Medium Video Pickup combo for when 2H would whiff.
c.S > (2S) > 2H > 623H > 66RRC~236P (Whiff), c.S > 2H > 236P, WS, 6H Back to Corner 236 (242) [4] Hard Video 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 > ...
CH c.S > 2H > [4]6H->P, 5K > 2146K~P, 2S > 236P Close 211 All [3] Medium <replace soon> Universal (okizeme) confirm for CH c.S. Requires a JFkBMF to get 2S > 236P vs lightweights. Replace 2S > 236P with kHK (6236K~H) for more damage and/or wallbreak.
CH c.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 CH c.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.
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

H 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.
2H > 236P, 5K > 214P6K~P, 6236K~H Close 228 All [4] Hard video Used as a specific meterless punish to certain moves (e.g.  I-No's Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (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.
2H > 236P, c.S > 2H > 236P, WS 623H Corner 267 All [2] Easy video 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.
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.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
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 > 236K~P, 5K > 2146K~P, (6236K~H) All 201 (238) GI, IN, JC, MA, MI, RA, BA (SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA) [4] Hard Video Universal confirm off CH 2H. On hit at tip range of CH 2H, 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.
CH 2H > [4]6H->P, 2146K~P, microwalk 5K > 2146K~P, 6236K~H Close 243 All [4] Hard Video Microwalk 5K will whiff at tip range CH 2H. 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).
CH 2H > [4]6H->P, 2146K~P, microwalk 5K > 2146K~P, 2S > 236P Close 242 SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA [5] Very Hard Video Microwalk 5K will whiff at tip range CH 2H. Double JFkBMF route against heavy weights to get oki after CH 2H.
CH 2H > [4]6H->P, [c.S > 2146K~P]×2, c.S > 6H, WS 6H, Corner 310 All [4] Hard Video Disgusting damage in the corner and meterless
CH 2H > [4]6H->P, 2146K~P, [c.S > 2146K~P]×2, 5H, WS 623H Corner 321 All [5] Very Hard Video The link for 2146K~P after [4]6H->P is tight but consistent.
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. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 5H > [4]6H > 66RRC~5K > 2146K~P, microwalk 5K > 2146K~P All 235 All [4] Hard 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.
CH 5H > [4]6H 66PRC~5K > 2146K~P, 2H > [63214S] All (MA) 252 GI, IN, JC, MA, MI, RA, BA [4] Hard video 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.
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.
Can omit the final Mega Fist and leave the opponent with a hard knockdown.
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 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.)

Special Starters

Combo Position Damage Tension Gain Works on: Difficulty Video Notes
632146K~P > 66RRC, 2S > 236P, (236P) Close 215 All [2] Easy 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 [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.
632146K~P > 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.
632146K~P PRC, dl.2146K~P, 5K > 2146K~P, 5K > JF 2146K~P, 2H, WS ([4]6H->P), 623H Corner 284 All [5] Very Hard Video 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.
CH 2146K~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.
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.
214P, c.S jc66BRC, 2146K~P, 2H > 236P, 5K > 2D, WS ([4]6H->P), 623H Back in corner 255 All [4] Hard Video Side-switch into wallbreak route off normal hit BMF. Works for CH BMF too. HFB not necessary at end but builds more meter.

Jump-in Starters

Combo Position Damage Tension
Gain
Works
on:
Difficulty Video Notes
j.H, c.S > 2H > 236P > 66RRC, 2S > 2H > 236P WS, 6H Mid screen 232 [3] Medium Video Simple wall carry combo, requires meter for full reward

D Starters

Combo Position Damage Tension Gain Works on: Difficulty Video Notes
5[D]8, j.H > jc > j.H > j.S > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 243 23 All [1] Very Easy Video Universal Dust route.
5[D]8, j.H > jc > j.H, dl. j.H, dl. j.H jc j.H (Finishing Blow) Anywhere 246 24 All except CH, MI [3] Medium Video Does not work on  Chipp or  Millia, but the universal route shreds their HP anyways.
(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
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 Theory

Potemkin's basic combos are relatively simple with the intent of converting stray hits into a hard knockdown (e.g. 2D, Mega FistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, CH 6P, Throw) and approaching via Hammer Fall BreakGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 to continue pressure with either a meaty c.S or GarudaGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 okizeme 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.. However, the bulk of Potemkin's damage will inevitably come from Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround 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 Theory

Snippet Notes
... 5K/2K/c.S > 2D > Hammer Fall Break HFB, regular jump j.H safejumps vs 7F DPs.
... c.S > (2S >) 2H > Mega Fist Whiff 5P, super jump j.S safejumps vs 7F DPs. (MF near corner or c.S > 2H > MF).
... c.S > (2S >) 2H > Garuda Frame perfect kHF whiff gives meaty c.S vs 3F jab. Regular HF whiff gives meaty c.S vs 4F jab.
... Garuda, Potemkin Buster Requires CH or meter to combo into Garuda. Frame perfect kHFB gives meaty c.S vs 5F jab.

In corner: Super jump j.H safejumps vs 7F DPs. Whiff Mega Fist forward, 5P gives safejab vs 8F DP.

(Safejumps apply to 4D/6D too).

... (air) 2S > Mega Fist Standard air-ender for combos.

These routes are accessible from other starters, dependant on distance (e.g. j.H, 2K link or meaty 5P, c.S link). 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 or Garuda 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 full-screen 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 anywhere on the screen, and sometimes Garuda okizeme depending on the combo routing and how far the opponent was launched. Utilizing Garuda as an ender will always give a meaty c.S anywhere and/or Garuda okizeme when near corner. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and Positive Bonus.

Usage of kBMF Meterlessly

Snippet Notes
CH c.S > 2H > Hammer Fall Break, 5K > kBMF, 2S > Mega Fist Universal route into okizeme.
(air) c.S > kFMF, 5K > kBMF, 2S > Mega Fist Best as a Burst punish.
CH 6H > HFB, 5K > kBMF, ... Midscreen DP punish. Go into loops after picking up in corner.

The main meterless filler in Potemkin's most damaging combos is kBMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25~27Recovery12Advantage-2, which is a kara-cancelled Back Mega FistGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 (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, from +8 to +2 on hit, and adding an additional 30 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 micro-walk to ensure c.S comes out, but if the issue is gravity then it is required to use 5K instead.

There exists a unique version of kBMF known as JFkBMF (Just Frame kara-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. In Potemkin's combo theory this has the implication of making midscreen loops (i.e. CH 5H > Hammer Fall, 66RRC~[5K > kBMF]×2) work on lightweights as long as the first kBMF is a JFkBMF, otherwise the opponent will bounce too far for the second 5K to pick up. The timing is consistent, however, so practice is necessary. The other notable property of JFkBMF is that it 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.

Generally speaking, it is difficult to convert into kBMF loops meterlessly midscreen without some situation such as a CH 2H for instance. A notable confirm is when c.S catches a backdash (or punishes a blue Burst) with the second sample combo (kFMF route) on mid and heavyweights for a hefty punish and corner carry. On lightweights, 2S > 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.

Metered Extensions

Snippet Notes
... Giganter, 6H > Megafist ... Standard filler for Giganter confirms.
... Giganter, (6K whiff)×2, 5[D] ... Side-switch for Giganter. Requires high Giganter hit. (e.g. c.S > 2H > Giganter ...)
... 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.
Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100

In terms of metered conversions, Potemkin's strongest asset comes from his new 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. In terms of routing, Giganter is straightforward: 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 > Hammer Fall filler isn't always possible to get an ender that will result in wallsplat, so a compromise is to use 6H > Mega Fist be closer to the wall instead. Another distance adjustment is using 6H > HFB and walking with the shield to the wall; this is used when wall damage is capped due to the walls not being close enough (i.e. not visible on screen). The ender will always be dependant on distance to wall but the following table provides a non-exhaustive list of sample enders.

Snippet Notes
... 2S > 2H > Garuda, (kFMF, WS 6H) Omit routing after Garuda if kFMF will not wallsplat. Ideal oki ender.
... 5K > kBMF, 2S > Hammer Fall, WS 6H Standard wallsplat ender if closer to wall.
... Giganter, 6H > Hammer Fall, 5K > kBMF, 5H, WS HFB > kHK Optimal Giganter routing. Some routes require a little previous wall damage.
Jump Cancel Blue Roman Cancel

An alternative, but incredibly strong usage of meter is jump cancel Dash 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 main usage 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. On aerial hit, however, Potemkin is able to confirm into multiple raw kBMFs due to the Blue Roman Cancel slowdown, allowing him to abuse the RISC gained from the opponent blocking the first c.S. Potemkin is not limited to just round-start distance, as even from further distances, he is capable of doing c.S jc66BRC, kBMF×2, 6K, 5K > kBMF, 5K > 6H, WS HFB, 6H (video). 5K jc66BRC has some usage in combos such as CH 2H > HFB, kBMF, 5K jc66BRC, kBMF×2 to carry to the wall and convert into a wallsplat. It is also a solid way to confirm off of CH Mega Fist (video) as well as Back Mega Fist (video).

Potemkin's grounded routes are respectable as well, with c.S jc66BRC allowing Potemkin to confirm a kBMF, 2S > Mega Fist after 2H > HFB. Alternatively, Potemkin can go for an additional c.S > (2S >) 2H > Mega Fist after landing c.S > kBMF post-BRC. Optionally, Potemkin can choose to omit c.S and go for an immediate kBMF post-BRC in order to sideswitch, following up with c.S > 2H > Mega Fist. This is useful for escaping the corner as a punish.

With that in mind, metered starters like CH 5H > Hammer Fall can be Fast Dash Roman Cancelled (66RRC~) into kBMF loops (CH 5H > Hammer Fall > 66RRC~5K > kBMF, micro-walk > 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. However, Potemkin can kara cancel Hammer Fall Brake into Giganter for a more-damaging combo instead of using Hammer Fall (e.g. CH 5H > HFBkG, 6H > Mega Fist, 2S > 2H > Garuda is a reliable combo that gives a meaty c.S on any character, anywhere on the screen).

Generally speaking, Giganter routes are a superior usage of meter in terms of damage output, but fast Roman Cancel routes can be more economically viable (saving up to 26% meter).

Corner Theory

Snippet Notes
... [c.S/5K > kBMF]×N, 5H/2H, WS HFB, 6H/Heat Knuckle N=# of loops. Usually 2, sometimes 3.
[3 hits] > kBMF, 6H > Hammer Fall, WS 6H 6H > Hammer Fall version for wall damage.
[2 hits] > (air) Mega Fist, 5K ... 5K pickup after corner Mega Fist.
[1 hit] > 2H > Garuda, kBMF ... Raw kBMF pickup after corner Garuda.

However, in the corner, any hit that leaves the opponent in a juggleable state (e.g. CH 2H, 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). 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/5H 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. For three kBMF loops, 2H, WS Heat Knuckle is the preferred ender due to proration. However, the consequence of using Heat Knuckle as an ender is that it builds a moderate amount more Burst and Tension for your opponent relative to 6H ender. 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.

If choosing to optimize corner combos for wall health, then 3 hits into kBMF > 6H (> Hammer Fall) is near optimal; usually sacrificing only 3-5 damage on average against 100% wall health. 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. CH 2H > HFB, microwalk 5K > kBMF, 66BRC > c.S > kBMF, 6H > Hammer Fall, WS 6H as a midscreen-to-wall confirm). 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. If the opponent's RISC has been increased a decent amount, then these routes are extremely valuable as the lack of damage scaling on hits due to RISC will allow the kBMFs and 6Hs to shred the opponent's health.

An example combo to showcase this contrast is CH 2H > 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.


Using an Overdrive after a Wall Stick

Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100

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 ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 is ideal filler before the third and final hit of Giganter's "shield" breaks the wall. An alternative, easier to time, route is 6H > FlickGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6. 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.

Heavenly Potemkin BusterGGST Potemkin Heavenly Potemkin Buster.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A

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.  Giovanna,  Axl) 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 two general ways that Potemkin sets up his OTG reset: the first is an OTG 5K/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. The second method involves an OTG kBMF which leaves Potemkin plus enough to micro-walk into a meaty c.S and allows Potemkin to hard-bait reversal overdrives. However, micro-walk into a meaty 5P allows Potemkin to block any reversal that is 8 frames or slower (i.e. safejab 5P). 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.

External Links/Videos

Frankentank's Practical Potemkin Combos Easy to intermediate combos for new players, updated for Season 2.

DSbro's Optimal Combos Series As of battle patch 2.00. Additional optimal combos are on the same channel.

DSbro's kBMF loop concept video Shows some extremely niche combos and is generally not max damage but semi-optimized.

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