GGXRD-R2/Potemkin/Combos

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< GGXRD-R2‎ | Potemkin
Revision as of 06:15, 13 March 2022 by Shtkn (talk | contribs)
 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 > Hammerfall Any 133 All [1] Very Easy Basic combo
_ 2H > Heat > Extend Any 143 All [1] Very Easy Basic combo
_ PB RRC > 6H Any 162 All [1] Very Easy Basic combo
_ Hammer Fall > RRC > walk forward > c.S > 2S > Heat > Extend Any 164 All [1] Easy Basic combo
_ 5K / c.S > 2H > HFB > (SJ) j.P > j.K > j.S > ICPM (Omit j.S against lightweights) Close 0 All [1] Very Easy Basic combo close up
_ Air hit starter 7x (6K > HFB) > Heat Extend Near Corner 0 All [1] Very Easy Basic combo close up
_ 6H > HFB > 2S > 2x (6K > HFB) > 2S > 2x (6K > HFB) > Trishula > j.K (JC) j.H > ICPM Corner 0 Medium/Heavy [1] Very Easy Basic 6H Starter combo on Medium and Heavy weights
_ 6H > HFB > 2x (6K > HFB) > 2S > 2x (6K > HFB) > Trishula > j.K (JC) j.H > ICPM Corner 0 Light [1] Very Easy Basic 6H Starter combo on light weights

Anti-Air Combos

# Combo Position Damage Works on: Difficulty Notes
_ 6P Any 42 All [1] Very Easy Normal hit 6p can combo on deep hit into 5P>x
_ CH 6P (SJ) j.P > j.K > j.S > ICPM Any 139 All [1] Very Easy Basic route if opponent is above you on hit
_ CH 6P > c.S>/f.S/5H > Heat Extend Any 174 All [1] Very Easy Basic confirm out of CH 6p
_ CH 6P > 5x (6K > HFB) > Trishula > j.K (JC) j.H > ICPM Near Corner 0 All [1] Very Easy 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 > Hammer Fall 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 > HFB) > Trishula > 6K > Trishula > j.K (JC) j.H > ICPM Any 0 All [1] Very Easy Can do more reps of the 6k loops
_ 2K > c.S/f.S > 2D RRC > 3x (6K > HFB) > Trishula > 6K > Trishula > j.K (JC) j.H > ICPM Any 0 All [1] Very Easy
_ 5K > c.S > 2S > 6K > Hammer Fall RRC > 2x (6K > HFB) > Trishula > 6K > Trishula > j.K (JC) j.H > ICPM Any 0 All [1] Very Easy
_ Hammer Fall RRC HFB > 2H > HFB > (SJ) j.P > j.K > j.S > ICPM (Omit j.S against lightweights) Any 0 All [1] Very Easy
_ PB RRC > SJ > j.H > c.S (JC) j.P > j.K (JC) j.S > j.H > ICPM Any 0 All [1] Very Easy Does NOT work on Ky, Zato, Chipp, Ram, Johnny, Raven, Baiken

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 day1 combo, Works on every character
_ 5D > j.H > j.H > j.S > j.H > ICPM Any 135 All [1] Very Easy Basic combo
_ 5D8 > j.H > j.H > j.S > j.P > j.K (JC) j.S > j.H > ICPM Any 0 All [1] Very Easy Basic day1 combo, Works on Ky, May, Millia, Zato, Potemkin, Chipp, Axl, Bedman, Sin, Leo,
Johnny, Jack-O, Jam, Raven, Baiken, Answer
_ 5D6 > 2H > 2H > 6H > HFB > 2x(6K > HFB) > Trishula > j.K (JC) j.H > ICPM Near Corner 0 Light [1] Very Easy Basic Combo off from side dust
_ 5D6 > 2H > 2H > HFB > 6H > Trishula > 6K > Trishula > j.K (JC) j.H > ICPM Near Corner 0 All [1] Very Easy Basic Combo off from side dust
_ 5D6 > 6H > 6H > Trishula > 6K > HFB > 6K > Trishula > j.K (JC) j.H > ICPM Near Corner 0 All [1] Very Easy Basic 6H 2x combo from dust, Won't work on Raven&Kum
_ 5D6 > 6H > 6H > HFB > 6K > Trishula > 6K > Trishula > j.K (JC) j.H > ICPM Near Corner 0 Light [1] Very Easy Basic 6H 2x combo from dust
_ 5D6 > 2H > 2H > 6H > Giganter > 6hs > HFB > 5H > Hammer Fall Near Corner 0 All [1] Very Easy Basic Combo off from side dust that stuns 60 stun rating characters

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