< GGXRD
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===Weaknesses=== | ===Weaknesses=== | ||
* | *The slowest character, has difficulty approaching and closing gaps. | ||
*Few options for dealing with opponent's pressure. | *Few options for dealing with opponent's pressure. | ||
*Long startup and recovery on many attacks leave him prone to counters. | *Long startup and recovery on many attacks leave him prone to counters. | ||
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<br clear=all/> | <br clear=all/> | ||
: ''Editor's note: throws are now represented by very large numbers that seem to correspond to an internal unit measurement. These numbers correspond to the "dots" of previous frame data entries at a ratio of 1750:1. | : ''Editor's note: throws are now represented by very large numbers that seem to correspond to an internal unit measurement. These numbers correspond to the "dots" of previous frame data entries at a ratio of 1750:1. | ||
==Normal Moves== | ==Normal Moves== | ||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== |
Revision as of 11:35, 7 February 2016
Potemkin |
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Defense Modifier: x0.94 Guts Rating: 3 Stun Resistance: 80 Jump Startup: 5F Backdash Time: 21F Backdash Invincibility: 1-20F
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Overview
Potemkin is Guilty Gear's mainstay grappler, but as in previous games, his command grab is only a small part of his overall gameplan. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent, then punish their reaction to his pressure.
Strengths
- Long-range normals with relatively high single-hit damage.
- Fast, powerful command grab with great range.
- Damaging conversions off corner hits.
- Highly invincible backdash.
- The highest defense and stun resistance in the game, Potemkin is practically impossible to stun without a string of lucky counter hits.
Weaknesses
- The slowest character, has difficulty approaching and closing gaps.
- Few options for dealing with opponent's pressure.
- Long startup and recovery on many attacks leave him prone to counters.
- Big hurtbox.
- Editor's note: throws are now represented by very large numbers that seem to correspond to an internal unit measurement. These numbers correspond to the "dots" of previous frame data entries at a ratio of 1750:1.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6K
6K |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Heat Knuckle
Heat Knuckle 623H |
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Megafist
Megafist 236P or 214P |
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Slide Head
Slide Head 236S |
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Hammer Fall
Hammer Fall [4]6H |
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F.D.B.
F.D.B. 63214S |
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Potemkin Buster
Potemkin Buster 632146P |
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Trishula
Trishula 63214K |
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I.C.P.M
I.C.P.M j.41236H |
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Overdrives
Heavenly Potemkin Buster
Heavenly Potemkin Buster 236236S |
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Giganter EX
Giganter EX 632146H |
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Gigantic Blid EX
Gigantic Blid EX Giganter EX > 4123641236P |
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Instant Kill
Infernal Tour in IK mode: 236236H |
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