GGXRD-R2/Potemkin/Combos

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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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Ground Combos

DISCLAIMER, Still adding/editing stuff to the wiki so not all data are 100% accurate on position/damage/workson.

# Combo Position Damage Works on: Difficulty Notes
_ 2K > 2D Any 48 All [1] Very Easy Basic combo
_ 2P > 2K > 2D Any 54 All [1] Very Easy Basic combo
_ 2K > c.S > 2S > 6K > Hammer Fall Close 150 Wide, crouching [1] Very Easy Basic combo close up
_ 2K > 5S > 2D Any 77(f.S) or 80(c.S) All [1] Very Easy Basic combo
_ 2K > c.S > f.S > 2D Any 106 All [1] Very Easy Basic combo
_ 5K > c.S > 2S >2D Any 113 All [1] Very Easy Basic combo
_ j.H > 2K > 5S > 2D Any 115(f.S) or 118(c.S) All [1] Very Easy Basic combo
_ 5K > 2S > 6K > [4]6H Any 133 All [1] Very Easy Basic combo
_ 2H > 623H~63214H Any 143 All [1] Very Easy Basic combo
_ 632146P RRC > 6H Any 162 All [1] Very Easy Basic combo
_ [4]6H > RRC > walk forward > c.S > 2S > 623H~63214H Any 164 All [1] Easy Basic combo
_ 5K / c.S > 2H > [4]6H~P > (SJ) j.P > j.K > j.S > j.41236H (Omit j.S against lightweights) Close 0 All [4] Hard Basic combo close up
_ Air hit starter 7x (6K > [4]6H~P) > 623H~63214H Near Corner 0 All [4] Hard Basic combo close up
_ 6H > [4]6H~P > 2S > 2x (6K > [4]6H~P) > 2S > 2x (6K > [4]6H~P) > 214K > j.K (JC) j.H > j.41236H Corner 0 Medium/Heavy [3] Medium Basic 6H Starter combo on Medium and Heavy weights
_ 6H > [4]6H~P > 2x (6K > [4]6H~P) > 2S > 2x (6K > [4]6H~P) > 214K > j.K (JC) j.H > j.41236H Corner 0 Light [3] Medium Basic 6H Starter combo on light weights

Anti-Air Combos

# Combo Position Damage Works on: Difficulty Notes
_ CH 6P (SJ) j.P > j.K > j.S > j.41236H Any 139 All [1] Very Easy Basic route if opponent is above you on hit
_ CH 6P > c.S>/f.S/5H > 623H~63214H Any 174 All [1] Very Easy Basic confirm out of CH 6noP
_ CH 6P > 5x (6K > [4]6H~P) > 214K > j.K (JC) j.H > j.41236H Near Corner 0 All [4] Hard 6K loop route from corner CH confirm. You can do 2-5 6K loops depending on your skill

Counter Hit Combos

# Combo Position Damage Works on: Difficulty Notes
_ CH 5H > [4]6H Any 110 All [1] Very Easy Basic confirm out of CH 5H

RRC Combos

# Combo Position Damage Works on: Difficulty Notes
_ 2D RRC > 2x (6K > [4]6H~P) > 214K > 6K > 214K > j.K (JC) j.H > j.41236H Any 0 All [1] Very Easy Can do more reps of the 6K loops
_ 2K > c.S/f.S > 2D RRC > 3x (6K > [4]6H~P) > 214K > 6K > 214K > j.K (JC) j.H > j.41236H Any 0 All [3] Medium
_ 5K > c.S > 2S > 6K > [4]6H RRC > 2x (6K > [4]6H~P) > 214K > 6K > 214K > j.K (JC) j.H > j.41236H Any 0 All [3] Medium
_ [4]6H RRC [4]6H~P > 2H > [4]6H~P > (SJ) j.P > j.K > j.S > j.41236H (Omit j.S against lightweights) Any 0 All [4] Hard
_ 632146P RRC > SJ > j.H > c.S (JC) j.P > j.K (JC) j.S > j.H > j.41236H Any 0 All but KY, ZA, CH, RA, JO, RV, BA [1] Very Easy

Dust Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5D8 > j.H > j.H > j.P > j.K (JC) j.S > j.H Any 125 All [1] Very Easy Basic day 1 combo, Works on every character
_ 5D > j.H > j.H > j.S > j.H > j.41236H Any 135 All [1] Very Easy Basic combo
_ 5D8 > j.H > j.H > j.S > j.P > j.K (JC) j.S > j.H > j.41236H KY, MA, MI, ZA, PO, CH, AX, BE, SI, LE, JO, JC, JA, RV, BA, AN 0 All [1] Very Easy Basic day1 combo
_ 5D6 > 2H > 2H > 6H > [4]6H~P > 2x(6K > [4]6H~P) > 214K > j.K (JC) j.H > j.41236H Near Corner 0 Light [1] Very Easy Basic Combo off from side 5D
_ 5D6 > 2H > 2H > [4]6H~P > 6H > 214K > 6K > 214K > j.K (JC) j.H > j.41236H Near Corner 0 All [1] Very Easy Basic Combo off from side 5D
_ 5D6 > 6H > 6H > Trishula > 6K > [4]6H~P > 6K > 214K > j.K (JC) j.H > j.41236H Near Corner 0 All but RV, KU [1] Very Easy Basic 6H 2x combo from 5D
_ 5D6 > 6H > 6H > [4]6H~P > 6K > 214K > 6K > 214K > j.K (JC) j.H > j.41236H Near Corner 0 Light [1] Very Easy Basic 6H 2x combo from 5D
_ 5D6 > 2H > 2H > 6H > 632146H > 6H > [4]6H~P > 5H > [4]6H Near Corner 0 All [1] Very Easy Basic Combo off from side dust that stuns 60 stun rating characters

Combo Theory

6K loops

  • Go to staple combo filler
  • High Execution
  • High reward (great meterless damage and great meter build)




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