GGML/Potemkin/Combos

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< GGML‎ | 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+D becomes 236D.
> = 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
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.75x 0.62x 0.56x 0.50x 0.43x 0.43x 0.37x 0.34x 0.31x 0.28x 0.25x 0.21x 0.18x 0.15x 0.12x

Combo Routes

2S CC LoopsPot's combo game is sad
Medium


Starter > [2S > CC,] x1~3
The core of Potemkin's combo routing is 2S > CC. This allows Potemkin to link into another 2S so long as pushback allows.

Starters you can access this from include 5P, 2P, j.H, and c.S.


236P Mega Fist ForwardImagine having a combo ender
Easy


Starter > 236P
236P is Potemkin's main combo ender. He can do it after a 2S, among other things, which make it ideal in most of his combos. It's not particularly rewarding on hit (relatively low damage, no knockdown), but the real kicker is, it won't combo against crouching opponents (except another  Potemkin), and against both standing and crouching  Axl,  Baiken and  Kliff.

Against crouchers and those 3 characters, Potemkin has essentially no combo ender. While against most standing characters, Potemkin can do c.S > 2S > CC, 2S > 236P, against crouchers and those 3 characters, he has to end the combo early, doing c.S > 2S > CC, 2S > CC. tl;dr If they're crouching and/or one of those 3 characters, just end the combo with in a CC.

I am saying this now to avoid having to specify each time this happens in a combo.

Example Routes
Combo Position Damage Difficulty Notes
2P > 2P > 2P > 2S > ((CC, 2S) > 236P) Any 25/33/40 Medium 2P confirm. Number of 2P's depends on range. The second 2S can miss if you're not close.
2P > 5K > c.S > 2S > CC, 2S > (236P) Corner 32/39 Medium Corner 2P confirm. Only works on  Chipp,  Potemkin and  Sol. Will only work when you're fully in the corner, as when you're midscreen or close to the corner, c.S comes out as f.S.
5K > c.S > 2S > CC, 2S > (236P) Any 35/44 Medium 5K confirm. You have to be close, or else c.S will come out as f.S.
2S > CC, 2S > CC, 2S > (236P) Any 38/48 Medium Simple 2S confirm. 2nd and 3rd 2S's can whiff if not close.
c.S > CC, c.S > 2S > CC, 2S > (236P) ? ? Hard Higher damage c.S confirm. Will only work when VERY close. c.S CC c.S is a 2F link.
[5H > CC]xN Any 50/68/84/95 Medium Does good damage, but you'll get less 5H's the more far away you are. You can get up to 4, and in the corner, you can get up to 5 against some characters.

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