Guilty Gear Strive Potemkin: Season 1 Optimal Combos
ฝัง
- เผยแพร่เมื่อ 4 ก.พ. 2025
- A new video of Potemkin's optimal combos in patch 1.10 (battle patch v1.05) along with some routing theory. You can see my major writeup on Potemkin's combo theory on the Dustloop wiki: www.dustloop.c....
GLOSSARY:
"DSbro, what the hell is a just frame, or whatever you call a JFkBMF?" It's a unique version of kBMF and is needed in specific combos vs lights to continue the combo. Watch this video to see the difference between a standard kBMF and JFkBMF: • The Key to Potemkin's ... . It also has the benefit of being guaranteed to not wallsplat which is used in 1 optimal route.
TIMESTAMPS:
00:10 - Easy Combos
00:57 - Intermediate Combos
4:47 - Advanced Combos
MUSIC:
Double Dragon II: The Revenge (Arranged / Album - 10 - Roar of the Twin Dragons)
REDLINE (Yellow Line)
EASY COMBOS
0:12 5[D]8, j.H jc j.HSH jc j.HH
0:21 CH c.S > Garuda, PB
0:28 CH 2S > HFB, PB
0:34 Mega Fist, 66PRC, c.S > Garuda, PB
0:43 CH j.H, microwalk 2S > MF
0:49 c.S jc66BRC, 5H > Garuda, PB
INTERMEDIATE COMBOS
0:59 PB, PRC, dl. kBMF, 5K > kBMF, 5K > 6H, WS HK
1:15 PB, 66PRC, dl. kBMF, 2S > MF
1:24 [c.S > kBMF]x2, 6H > HF, WS 6H
1:34 c.S > 2H > MF, 66PRC, kMBF, 6H > HF, WS 6H
1:44 CH c.S > 2H > HFB, 5K > kBMF, 2S > MF
1:51 CH C.s > 2H > HFB, 5K > kBMF
1:57 CH C.s > 2H > MF, 66PRC, kBMF, 5K > kBMF, 2S > MF, WS HK
2:11 CH 6K, c.S > 2H > MF, 66PRC, 5K > 6H > HF, WS 6H
2:22 5D, 66PRC, c.S > MF, 5K > kBMF, kHK
2:33 5D, 66PRC, c.S > MF, 5K > kBMF, 2S > MF, WS HK
2:49 5D, 66PRC, [c.S > kBMF]x2, 5H, WS HK
3:03 2D, 66PRC, [c.S > kBMF]x2, 5K > dl. kBMF, 5H, WS HFB > 6H
3:16 2K > 2D, 66PRC, [c.S > kBMF]X2, 5H, WS HFB > 6H
3:28 5K > 2D, 66PRC, c.S > kBMF, kHK
3:39 Mega Fist, 66PRC, 2H > HFB, 5K > kBMF, 2S > MF
3:47 CH MF, c.S JC66BRC, c.S > kBMF, c.S > 2H > MF, WS 6H
3:57 BMF, c.S jc66BRC, kBMF, 2H > MF, 5K > 2D, WS HFB > HK
4:11 CH j.H, kBMF, [c.S > kBMF]x2, 5H, WS HFB > 6H
4:22 (c.S) > 6H > HF, 66PRC, c.S, kBMF, 6H > HF, WS 6H
4:32 CH 2H > HFB, c.S > kFMF, 5K > kBMF, 2S > MF, WS HK
ADVANCED COMBOS
4:49 5[D]8, j.H jc j.H dl. j.H dl j.H jc j.HH
4:57 c.S > kFMF, 5K > kBMF, 2F > MF
5:06 Throw, PRC, dl. kBMFx2, c.S > kBMF, 5H, WS HFB 6H
5:16 c.S > 2H > MF, 66PRC, kBMF, microwalk 5K > kBMF
5:23 c.S > 2H, 66PRC, kBMFx2, 6H > HF, WS 6H
5:33 (c.S) > c.S jc66BRC, kBMFx3, 6H > HF, WS 6H
5:45 (c.S) > c.S jc66BRC, kBMFx2, 6K, 5K > kBMF, 5K > 6H, WS HFB > 6H
5:58 (c.S) > c.S jc66BRC, kBMFx3
6:05 c.S jc66BRC, 6H > HFB, kBMF, 5K > kBMF, 2S > MF, WS HK
6:19 2H > dl. MF, 5K > kBMF, kHK
6:28 CH j.H, kBMFx2, c.S > kBMF, 5K > 6H, WS HFB > HK
6:43 CH 5H, HF, 66RRC~5K > kBMF, microwalk 5K > kBMF, 2S MF, WS HK
6:57 CH 5H > HF, 66PRC, kBMF, 5K > kBMF, kHK
7:08 CH 2H > HFB, kBMF, [c.S > kBMF]x2, 5H, WS HFB > HK
7:22 CH 2H > HFB, kBMF, microwalk 5K > kBMF, kHK
7:32 CH 2H > HFB, kBMF, micrwalk 5K > kBMF, kFlick
7:39 CH 6H > HFB, kBMF, [c.S > kBMF]x2, 5H, WS HFB > HK
7:53 CH 6H > (HF), 66PRC, kBMF > [c.S > kBMF]x2, 5H WS HFB > HK
THESE COMBOS ARE SO FUCKING SICK!!!! I will probably never land any of the intermediate to hard ones but I can dream 😭😭😭
Ayyy the legend themself is uploading to TH-cam finally
Thanks for posting, this is great stuff. It's really helpful to have a video to refer to especially for the more complex combos, I had some difficulty with the ones on dustloop that didn't have videos.
As always top notch Potemkin content. Nice to see it summarized on TH-cam
Great video, thanks!
I came for the combo guide and walked away with a really nice song to add to my collection.
Another Banger BEST LAB MONSTER CA
If only my brain didnt melt when i try to kbmf
His optimal Dust combo is just fuckin' H,H,H,H,H,H and I find that hillarious
Gonna study a lot of these combos and apply them to my playstyle. Tysm!!!
man it took me like a week to finally get c.S > 2H > MF, 66PRC, kMBF, 6H > HF, WS 6H! I'm hyped though. thanks for the vid
Excellent work!
Beautiful voice... Beautiful work.
thank you very much these are super useful
Boy does the kBMF gets my butt heated. That said, after a couple of day practising K>kBMF, it seems to get out at least 5 times out of 10. Nonetheless, amazing video and great writeup on dustloop too, really inspiring to become better mechanically.
thanks so much... bless your heart
Definitely learning the cornered BMF combo at 3:57, that's a super common starter. And woah, the damage on that (c.S) > 6H combo at 4:21 is insane! Is that a frame trap? I have got to learn that if it's a practical start.
Yep. It'll catch 5f prejump (Pot, Nago, Goldlewis) + BD + trade with 5f jabs into a full combo. Anything slower gets blown up. 4f prejumps will airblock which jails into Garuda for another mix opportunity.
thank you
thank you :)
Wow this was amazing it's time to lab. I was already thinking these were insane then "advanced combos" pops up lmao
If you get CH j.H, you can get heat knuckle after, which does more damage but gives you less time to setup oki
Nice
Came for the combos
Stayed for the REDLINE OST
Can't get the combo at 2:33. After the prc, it's c.S but I can't the bounce into MF. Something I'm doing wrong?
Hey! Yeah. It's a tight link to say the least -- if you're too slow then c.S will hit them grounded which means you won't be able to get the bounce into MF combo pickup. Basically you just gotta go a little faster to get the timing you need
Which of these would be the most useful to learn? A little overwhelmed.
Generally speaking, all of the easy ones, as well as most if not all of the intermediate ones. The advanced ones start getting into crazy territory and aren't really necessary until you're looking to pump out the maximum damage possible per hit. Once the combo maker/trial stuff drops on the 28th I will be putting out all of these combos on there for people to download and try it themselves!
If you are new to Potemkin in general though, just keep it simple and don't try to do the kara backfist combos. Focus on making sure your gameplay is solid before looking to improve combos past a basic level
@@DSbroTV Thanks DSBro. Started creating a few of them in the recipe recorder. Saw the combo maker preview and am hyped to try these in there.
Do you have any tips for doing kBMF on hitbox? I get like 1 out of 30 to come out, and I can do every other kara move, which is so weird, especially since kPB is a more complex motion in theory.
I've checked my inputs and they seem fine, I get every direction correctly. I've tried many different timings on the K > P cancel, but nothing seems consistent, I don't know what to try anymore!
I'm on a cheaper hitbox clone, not the official, but again, I think I should be able to do it, since kPB and kara Garuda are not a problem for me.
Hmmm... I can't offer any concrete advice since I play on stick myself, not Hitbox (or Hitbox-style controllers) From what it sounds like, you can do kGaruda with no issues so it's more a timing issue rather than an input issue. Can you do raw kBMF and you're struggling with button > kBMF? if that's the case then it'll just be a solution of more practice. If it's raw kBMFs as well then I am not entirely sure... the motion is the exact same as kGaruda, just swapping H for P 🤔. Maybe revisit your bindings and see if there's anything "awkward" about the placement of your buttons? Personally I use:
P S D RC
K H dash nothing
as my bindings and find it pretty trivial to do each kara cancel. It could very well be that or just more practice is needed. I've asked a few hitbox players just now and they basically said stuff along the lines of "make sure your inputs are crisper than a Pringles chip and it should be easier than doing on pad/stick as long as you find the right rhythm". Here's a video (although I don't think you exactly need it) showing the exact timing window th-cam.com/video/PXE03hTBk2w/w-d-xo.html
That being said, don't be discouraged! kBMFs are HARD. 2f kara cancel window that isn't bufferable otherwise you'll drop the input is pretty brutal. It took me a lot of practicing and grinding to get to the level where I don't have to consciously think about the input anymore in combos (and even still then I've dropped it a couple times because of sloppy inputs/timing)
@@DSbroTV alright, thank you. I will try changing the placements. I do seem to get raw kBMF a bit more often than in combos, but it's still not consistent at all.
I know that hitbox (mine at least) has some issues outputing all directions correctly if you do it too fast or not too clean, I had some trouble with half circle motions initially, but I don't think it's the case here, since they're all coming out in the input history. Cancelling K into P does seem more likely the problem, but again, very weird considering kPB works 90% of the time.
@@DSbroTV awesome channel and video btw, keep it up!
I used to play on stick, but i got a hitbox and now playin potemkin on it. I got the same problem with kbmf while i can do kpb with 90% success irl matches. Im pretty sure im not comfortable with the rythm of my button pressings. Its a bit boring i know, but it requires practise. Hitbox is awesome, but imo for potemkins moves, stick feels better. Not to mention goldlewis
I really want to apply the jcBRC combos but it's so rough to get a jcBRC on stick. Do you have any advice for getting those off?
I just plink dash macro+RC after tapping up when pressing c.S. Takes a bit of labbing to get the timing down but once you got it, you got it. Very powerful on hit and on block they're stuck holding some burst-safe mixup attempts which is pretty epic
@@DSbroTV Thank you so much, it helped out a lot
I don't understand why, but when I attempt to do the kBMF after PRCing from pot buster, Potemkin doesn't hit the enemy and they get behind him, OR, sometimes he just doesn't hit them and lands next to them. I tried timing the kBMF differently to see how it affects the outcome, but I can't seem to get it to work whatsoever. The timing is either way too tight or I'm doing something wrong, but the video makes it look consistent. Sometimes if I PRC too late, Potemkin even switches the sides and I'm left completely confused. I actually managed to hit the enemy a few times, but following up with a kick no longer connects :( Any tips on how to make it consistent?
Yep! Totally consistent. So let's break this down into a few things -- first, side switching. There's a timing window (look at the visual of Pot leaning back to throw the opponent away after PB) where if you PRC then you'll automatically sideswitch. Second, timing the kBMF post-PRC. ...It's weird timing, I don't know how else to say it but like you need to do a delay kBMF (hence dl. kBMF in notation) otherwise kBMF will always whiff. If you look at my recording, I kind of jerk around in place -- that's me timing the delayed kBMF so I can continue the combo. Two things I will restate is that this combo is very consistent, just needs some grinding in lab! and the second thing to restate is kBMF combos are just hard in general so don't be discouraged!
poggers goated
Hey homie great videos!
Could you recommend some non optimized combos to practice the timing between c.S/5k and kBMF?
Thanks! As for non-optimized combos... I would just going for one c.S/5K kBMF loop and then graduating to more as you're more comfortable. Some basic stuff (corner since midscreen is very specifically and generally strict timing):
CH 2H > HFB, c.S > kBMF c.S > 6H > HF, WS 6H. Add in a second kBMF rep when comfortable and you'll get CH 2H > HFB, [c.S > kBMF]×2, c.S > 6H, WS 6H. Three loop version is CH 2H > HFB, [c.S > kBMF]×3, 2H, WS 6H. I can't remember any 5K non-optimals off the top of my head, but you can check practice corner CH 5H > HF 66PRC 5K > kBMF, 5K > 6H (> HF? can't remember but either 6H or HF will wallsplat), WS 6H. It's a useful route to have on hand.
@@DSbroTV Perfect! Thanks a lot for the advice it's much appreciated!
Amazing video!
I have a question,How do you determine when to 5S->kBMF as opposed to 5K->kBMF?
5K's bounce seems way more consistent but I want to start using 5S for higher dmg
Lots of labbing! There's some rules governing it (gravity is the main culprit though -- high gravity starters like PB or Hammer Fall require the use of 5K instead of c.S)
You are correct that 5K's bounce is more consistent since it'll pop them up higher, giving you more leeway to confirm the kBMF hit in contrast to c.S strict timing. That being said you can go for 5K and sacrifice a bit of damage for stability if need be
@@DSbroTV thanks man👌
I'm wondering, how big is the gap between optimal combos with kBMF and suboptimal combos without? How often do these appear in pro gameplay and how often outside of pro gameplay? Wondering if I should invest in a stick for easier kBMF and kGaruda
It really depends on the combo routing. There are some combos where the damage increase is negligible (like ~5-10 points difference) and then there are routes where it'll do like 30+. If it's any justification, FAB goes for kBMF combos wherever he can. I wouldn't say these combos are, like, MANDATORY "Must learn to win!" or anything but more so squeezing the absolute maximum out of starters. I'll quote a quick passage from my combo theory writeup in the description:
"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."
Basically, it looks cool, but Pot already does ridiculous damage relative to optimals so it's fine if you don't learn/grind kBMF as hard.
As for investing in a stick... any peripheral will do, honestly. If you're playing on pad I would suggest rebinding K to a bumper/trigger so you're not stuck claw-gripping for kara combos. It is 100% possible to do all this stuff on pad/hitbox though. I am somewhat biased because 'cause I love my stick, lol
Thanks king 🙏
The biggest differences are midscreen combos. The extra corner carry is noticeable and you can often wallbreak where a non-kbmf combo couldn't. In the corner it's usually not much of a difference, often better to save your meter.
I'd worry about making sure you're converting at all, even if the combo isn't the best before worrying about kbmf, especially on some of the less obvious starters like 5h or 2d counterhits. And just practice kbmf a few minutes every time you boot up the game.
what does the jc in jc66BRC means?
Jump cancel! www.dustloop.com/wiki/index.php?title=GGST/Movement#Jump_Cancel
does using HK to break the wall do more damage than using 6H?
Usually! It does exactly 1 damage more than 6H ender in extended combos/RC combos, but there are some combos where 6H will outdamage HK ender (again, by 1). The caveat is that HK generates more Burst and Tension for your opponent (and you) so it may not be worth the extra 1 damage to give your opponent a good chunk more of both meters. Another thing to know is that HK ender refunds a good amount of meter in RC combos because it times out the tension gain penalty from RC which is useful to know for attempting to run pressure after wallbreak (i.e. post-wallbreak HF 66PRC c.S > Garuda, raw BRC, etc)
@@DSbroTV tysm!!couldn't ask for a better explanation