GGAC/Potemkin

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Potemkin

Overview

Guts Rating: 4
Defense Modifier: x0.87
Stun Resistance: 80
Strengths: Great damage and defense.
Weaknesses: Low mobility, easy to hit.
Movement Options: 1 Double Jump

Move List

See also: Potemkin Full Frame Data

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

5P
GGAC Potemkin 5P.png
A quick poke, with a decent hitbox to boot.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
11 1.44 3 8 1 HLF cCJR 5 5 6 -1

Your quickest jab, with a pretty good hitbox, capable of hitting crouching, standing, or even airborne opponents (sometimes). Chain into 5K on the ground, or c.S if they're in the air. If they block, you can chain as normal, or go right into a Potemkin Buster if they're not expecting it.

5K
GGAC Potemkin 5K.png
A low with short range, but a tricky animation.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22 2.64 8 7 3 LF CJR 7 9 9 -4

Tied with 2K for Potemkin's quickest low. 5k is Potemkin's best move for catching backdashes, with a whopping 9 active frames. Although 2K has more range, 5K can be canceled into c.S or 2S to keep your combo or blockstring going. Good to use after a landing from a jump-in (alternate with 6k for throw invul overheads), and used after a Sliding Head to scoop your opponent back up.

c.S
GGAC Potemkin cS.png
If you were Ryu this would be an overhead.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 2.64 10 7 3 HLF CJR 9 3 11 0

Mostly used as combo filler, although it can be used as situational anti-air. Deep jump-in combos should be followed up with this or 2s when possible for better damage. Whiff 5S close as they wake up for a not-so-obvious Potemkin buster/Heat Knuckle.

f.S
GGAC Potemkin fS.png
Tell them how you really feel.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
36 2.64 10 7 3 HLF CJR 12 7 18 -11

Traffic controller Potemkin says, "STOP!". The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne. If you hit at range, cancel into (2s) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it'll win the round. A decent move for cancelling into Slide Head for gimmicks but don't get carried away with using this too often.

5H
GGAC Potemkin 5H.png
A finger chop with great range.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
58 3.84 20 6 5 HLF CR 15 7 16 -4

Works like f.S, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent) . One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. Cancel into Hammerfall > Break for better advantage on block or just to gain ground, or cancel into Sliding Head for cheap (but very punishable) mixup. At distances where nothing else is possible, 5H air counterhit, wait, 5H works. 5H counterhit leads to slidehead, Hammerfall break, follow up combo. 5H is also the only move besides 6P/2H that leads to Giganter super vs airborne opponents.

6P
GGAC Potemkin 6P.png
Make your booty go clap.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
35 3.84 14 6 4 HLF CJR 13 7 19 -9

A great anti-air. Potemkin's hurtbox is low to the ground, and he has some upper body invulnerability during start up and even more through the activate frames. You can use this as a ghetto reversal vs airborne opponents if their move isn't 100% meaty (such as vs. late IADing opponents trying to bait throws). Hitbox doesn't extend much further than his hands, but that's plenty. Followups include: 6p-> heat knuckle (always works on hit vs AA), 6p CH->wait, 2s heat knuckle (easy CH combo), 6p->JC->j.p j.k JC Air Potemkin Buster, 6p CH->JC falling j.H land 5S(c) Heat knuckle, 6p CH->JC falling j.H land 6p Giganter->Giganter Bullet->2S heat knuckle

6K
GGAC Potemkin 6K.png
Sumimasen!
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
23 3.84 15 6 5 HF CJR 18 3 20 -4

An 18 frame overhead with short range. It has special throw invulnerable properties (frame data unknown, not listed in the mook). Jump-cancellable on hit/block (JC on block for pressure, on hit for burst baits, or hammerfall through the burst). Although one of Potemkin's hardest combos due to charging, 6k->Hammerfall combos on crouching and baits bursts automatically. It also nets you insane damage, and in the corner the hammerfall can be FRC'd into Giganter. If you hit with it, cancel to 2H > Heat Knuckle/Heavenly Potemkin Buster as Tension allows. Once the opponent becomes used to the 6K animation, Slide head can be substituted in place (hits low!) as they have similar animations, for a dirty 50/50.

6H
GGAC Potemkin 6H.png
When one punch isn't enough.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
90 3.84 20 6 5 HLF CRF 23 5 30 -11

THE LEGENDARY LEVEL 6 ATTACK. Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range. Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter. Cancel into Slide head for an unblockable and sometimes unescapable knockdown (should they not Instant Block, *Some characters can escape without instant blocking*). Once your opponent catches onto 6H->Slidehead and is jumpy, 6H->Hammerfall break(immediately charge HF after inputting 6H for best results) anti-air can work as well. Can be FRC'd right before it becomes active (frames 20-21, active on 24). An odd gatling is 5p->6hs. 5p->6hs frc Pot buster for shenanigans, or let it rip to catch backdashers.

5D
GGAC Potemkin 5D.png
Give 'em the back of your hand.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 3.84 15 20 5 HF R 29 10 6 +3

Standing dust, with a remarkably large hitbox. Interesting gatlings into it include 6k->5d (double overhead), 2hs->5d (combos LOL, sets up a nice Heavenly Potemkin Buster reset), 2s->5d (to get them in range for the 5d when they may be out, 5d can also tag their escape). 5d Anti-Air CH can be followed up (situationally) for a combo into heat knuckle/HPB.

Dead Angle Attack
GGAC Potemkin 5D.png
Give it to 'em again.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
35 2.64 10 7 3 any R 13 20 3 -9

Hitting gives a wallbounce and a solid second (60 frames) of untechable time, but forced 50% proration hurts your damage output. Still, if you need some breathing room, this is a great way to get it. Follow up with 6hs (spacing dependent) or Hammerfall break, 2s->heat knuckle.

2P
GGAC Potemkin 2P.png
Poke both their shins at the same time.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
13 1.44 3 8 1 HLF cCR 9 4 8 -2

While slower than 2P, it has situational use such as killing Eddie's shadow from far away, or using it for Hammerfall break pressure (experiment for other uses). It also starts his OTG combo, 2p->5p 5p (5p)

2K
GGAC Potemkin 2K.png
Get your whole body into it.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16 2.64 5 7 2 LF CR 7 4 14 -6

Comes out as fast as 5K, but has better range. It cancels into any S attack, but only c.S and f.S will actually combo. If you're at max range, it's probably better to cancel into 2D for knockdown.

2S
GGAC Potemkin 2S.png
A backhand so powerful, the opponent is sucked into the ensuing vacuum.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
36 3.84 14 9 4 HLF CR 14 3 16 -2

One of Potemkin's best normal attacks in terms of overall usefulness. Good range, good hitbox, staggers on counter-hit (max of 43 frames), but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. This makes it useful in combos and blockstrings, so you'll end up using this move a lot.

2H
GGAC Potemkin 2H.png
The mighty fist of justice.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
66 3.84 20 6 5 HLF CRF 13 5 35 -21

A vicious uppercut that reaches ridiculously high. Thanks to its high startup you'll have to throw it out relatively early, so make sure you know it'll connect before committing to it. Reaches further back than most anti-airs, allowing you to tag crossup attempts in addition to the normal anti-air benefits. Can be FRC'd on the last frame of startup and first two active frames (13-15), allowing for an air combo followup, or just making it safe if blocked. If you get a normal hit on an airborne opponent, you can cancel into Heat Knuckle if they're low enough. Otherwise your only direct followup is a Heavenly Potemkin Buster. If they're on the ground, you can always cancel to Heat Knuckle. On counter-hit, your opponent can't tech until they've hit the ground, no matter how high they were when you hit. This gives you plenty of time to think of all the ways you can absolutely destroy your opponent - even relatively simple combos off of CH 2C can do 50% or more.

2D
GGAC Potemkin 2D.png
The mighty sweep of justice.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
35 3.84 11 6 4 LF R 12 5 14 -2

A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range.

j.P
GGAC Potemkin jP.png
Nudge nudge wink wink say no more.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
18 1.44 3 8 1 HA CR 5 9 6 --

Potemkin doesn't have a lot of great combo options once he's airborne, so don't be afraid to just mash j.PPPP. Beyond that, this does have some interesting uses in mixup: if you connect with a high j.S, you can cancel into a j.P, then land and do a Potemkin Buster. The j.P has low hit stun, letting you connect with the Buster almost immediately.

j.K
GGAC Potemkin jK.png
Potemkin has good hurdle form.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22 2.64 10 7 3 HA CJR 9 8 13 --

Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. J.K also crosses up, giving Potemkin a great mixup after heat knuckle connects. Heat knuckle, jump forward, double jump at an ambiguous timing, then j.k. Depending on when you double jumped, you may or may not cross over.

j.S
GGAC Potemkin jS.png
Why isn't this called hammer fall?
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 2.64 10 7 3 HA CR 13 6 23 --

Probably Potemkin's best air move, with a nice, tall hitbox. Ground bounce on counter hit gives you plenty of options to follow up, or cancel into j.P on regular hit for a tick throw once you land. It's also great as okizeme - throw it out before you land, ideally catching the first few frames of their recovery. Landing cancels your own recovery, giving you freedom to punish their response (or just combo if they happened to eat it).

j.H
GGAC Potemkin jH.png
Flagrant disregard for personal safety. These are the eyes of a madman.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 3.84 14 6 4 HA CR 11 6 16 --

Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups.

j.D
GGAC Potemkin jD.png
Butt di- butt di- butt dive.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
45 3.84 14 6 4 HA R 11 till landing landing+8 --

After a short startup, Potemkin drops rapidly to the ground. If you catch an airborne opponent with it, they'll plummet to earth with you. Once you land you're forced crouching for eight frames until recovery completes. You can whiff it in front of the opponent and catch them off guard with a Potemkin Buster, if you're feeling lucky. Note that while this will let you get to the ground faster, and might even let you hit an unaware opponent, there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. So don't throw it out willy-nilly.

Throws

Throw
GGAC Potemkin throw.png
Gutter trash.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
45,30 4.00 -- 6,0 -- 55 dots F -- -- -- --

Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land. Can be FRC'd on frames 40-44 (starting about 11 frames after letting the opponent go), allowing for follow-ups like 2S > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.

Air Throw
GGAC Potemkin airThrow.png
Whack-a-mole.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
70 4.00 -- 6 -- 104 dots -- -- -- -- --

A particularly satisfying airthrow.

Special Moves

Mega Fist
236P/214P
GGAC Potemkin 236P.png
It looks the same regardless.
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
236P 50 1.50/3.60 6 7 3 HA RF 25 8 0+landing 8 -4
214P 50 1.00/3.60 20 6 5 HA RF 25 9 0+landing 6 +4

A leaping attack that comes in two flavors: Forward (I) and Reverse (II). Forward lets you close the distance on your opponent, but is otherwise inferior to Reverse in every way. Forward: lower Level (3 on hit, 2 on block) means less hitstun, allowing for quicker tick throws but otherwise not providing any advantage. Can be FRC'd on frames 25 or 26 (the first two active frames). Reverse: high Level, more active frames, less recovery. Staggers on counter hit. Better as a raw attack than Forward, but not as great for follow-ups without a CH. Can be FRC'd on frames 25-26, and 28-29. Yes, it has two FRC windows. Yes, they're a frame apart. No, I don't know why.

Sliding Head
236S
GGAC Potemkin 236S.png
Ashes, ashes, we all fall down.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40,0 2.00/3.60 15,- 6 5 LF, unblockable R 22 2(2)1 25 -11

One of Potemkin's more interesting moves, Sliding Head (or Slide Head) has two different attacks during its active frames. The first is a level 5 attack that hits low, but that's not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the screen at full zoom-out, which can be avoided only by being in the air (jumping, Dizzy/I-No dash, backdash, etc.). If this connects, it knocks the opponent down, and keeps them there for an extra 40 frames over normal knockdown length. In addition, any attacks that connect to the grounded opponent are treated as being aerial hits, allowing you to combo off of Sliding Head without OTG properties and extra proration. When going for a knockdown with Sliding Head, make sure you're not too close. If the first attack connects, the knockdown attack won't come out. Additionally, you should always be holding back after performing a slidehead so that you can charge a Hammer Fall, then Break and capitalize on the knockdown. Sliding Head's startup animation has upper body invincibility, but it won't usually help against jump-ins. (Specifically, frames 1-15 are invincible except the feet, and 26-35 are invincible above the knees.)

Hammer Fall
[4]6H
GGAC Potemkin 46H.png
Not the most practical dash, but we get by.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
60 1.00/9.60 20 6 5 HLF RF 19-27 2 33 -16

Hammer Fall is Potemkin's dash attack, allowing him to clear a large amount of space in a short amount of time if you can find 30 frames to charge it. While rushing forward, Potemkin gets one hit's worth of super armor, and will take only half damage from that hit. Any additional hits will interrupt Hammer Fall, and any Overdrive hit will interrupt him regardless. Hitting a grounded opponent will cause knockdown. It's usually a good idea to charge Hammer Fall when not doing anything else, or to follow up on certain moves. You'll almost always want to charge Hammer Fall after a Sliding Head, for example. If you hold back immediately after inputting a 6H, you'll have Hammer Fall charged in time to cancel into it. At close range, this will even combo. The startup time depends on distance: 19 is the startup at the shortest possible range, 27 at the longest. Hammer Fall can be FRC'd during its two active frames.

Hammer Fall Break
P during Hammer Fall
GGAC Potemkin hammerBreak.png
Or Hammer Fall Brake if you prefer.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- Total: 15F --

Hammer Fall Break lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Break won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for Sliding Head followups or to catch an opponent with a Potemkin Buster.

F.D.B.
63214S
GGAC Potemkin 63214S.png
The Flick.
GGAC Potemkin flickBullet.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 1.50/6.00 14 6 4 any R 21 3 12 +2
16 -/1.20 0 7 3 any -- 1 98 total: 22F --

A powerful attack with two separate aspects: the attack and the reflect (see below). The attack portion is powerful, with a deceptively large hitbox (extended well beyond and above the flick itself) and good priority. If it hits a grounded opponent, they'll be staggered for a maximum of 65 frames. On block, they'll be pushed away a great distance, and a counter-hit will cause wallstick (untechable for 88 frames, while the actual stick lasts 28 frames).

F.B.D. Reflect

The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile. This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent. After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then. For a full list of projectiles F.D.B. can reflect, check F.D.B. Reflectable Projectiles.

Potemkin Buster
632146P
GGAC Potemkin 632146P.png
You'll only see this sprite if you missed, so try not to do that.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
140 -/12.00 -- 6 -- 176 pixels F 3 1 -- --

Your go-to move, that which all of Potemkin's game plan is centered around. With a 176-pixel range, it's hard not to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch, before their active frames have even started. Can be FRC'd 6-8 frames after tossing the opponent, or as soon as you see this sprite. Potemkin is completely invincible on frames 3-5, throw invincible on frames 1-16. If you whiff, the entire animation will take 40 frames.

Heat Knuckle
623H
GGAC Potemkin 623H.png
His hand represents about a quarter of the hitbox.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
0,15×2,28 2.00/0,6.00×2,24.00 -- 8,6×3 1,5×3 Unblockable,Fx3 R 14 1 22 --

Potemkin snatches his opponent out of the air and burns them for a while, before unceremoniously dropping them to the ground in front of you for great oki. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air is somewhat limited. Fun fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest.

Heat Extend
63214H during Heat Knuckle
GGAC Potemkin 63214H.png
Who needs oki?
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
95 -/19.20 -- 6 5 F R -- -- -- --

If input during the first 50 frames of Heat Knuckle, Heat Extend causes Potemkin's gauntlet to open up and focus energy, then detonate the opponent and launch them skyward. Does great damage, but sacrifices oki (Even in the corner any decent sized combo will let them tech before they land). If they happened to Slashback your Heat Knuckle, their only defense against Extend is to do an attack with full invincibility.

Force Breaks

Judge Gauntlet
63214D
GGAC Potemkin 63214D.png
More awesome than effective.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
85 -- 20 6 5 HLF R 28[10] 6 28 -15

Once started, Potemkin pulls back his fist and prepares to swing. This preparation has two phases, and both phases have super armor similar to Hammer Fall, except they will absorb multiple hits. Ground bounces the opponent on hit. If the opponent was grounded during the hit, it's untechable for 38 frames. On frames 2-23, any hit will activate super armor. If hit in the first five frames of a super armor flash, super armor resets and can absorb another hit. Hits absorbed by super armor deal half damage, and Overdrives are never absorbed. On frames 24-28, any hit will cause the attack to occur immediately (with 10 frames of startup). The same is true if hit during frames 6-10 of a super armor flash, or if hit seven times during a super armor flash.

Aerial Potemkin Buster
j.632146D
GGAC Potemkin j632146D.png
He just wants a hug.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
0,140 -- -- 6,0 5 F R 5 1 landing 12 --

A bit trickier to use than the standard Buster. Though you can cancel into it from air normals, it won't connect unless done on its own, so you'll mostly use it from midair jump cancels, or as a followup to ground attacks like counter-hit 6P or an FRC'd 2H. Aerial Potemkin Buster can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it. If it connects while jumping forward or backward the buster will fall toward the opposite direction.

Overdrives

Giganter
632146H
GGAC Potemkin 632146H.png
It's NOT Aegis Reflector. It's close, though.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
45 -- 20 6 5 any -- 9+8 48 total: 41F +9

Potemkin throws out a wall of shimmering energy (usually referred to as "the mirror") that slowly travels in front of him. The mirror will always come out once the input is done, even if Potemkin is hit out of it. The mirror absorbs most projectiles, and will continue traveling forward even if it doesn't. If the opponent is hit while grounded, they'll be staggered for a maximum of 55 frames, and on air hit it causes float and is untechable for 75 frames. In addition to all that, it has a 3x dizzy modifier. Can be canceled into Gigantic Bullet during frames 16-29.

Gigantic Bullet
4123641236P during Giganter
GGAC Potemkin 4123641236P.png
The wall of pain.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
126 -- 20 6 5 HLF R 51 24 14 -19

Potemkin channels energy into both hands, then combines them into a wave of energy while sliding forward. Wall bounces on hit, untechable for 60 frames, allowing for interesting followups. x0 dizzy modifier, meaning its damage is not factored into dizzy at all.

Heavenly Potemkin Buster
236236S
GGAC Potemkin 236236S.png
I am protector of Zeppian skies!
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
170 -- -- 6 -- -- -- 12+1 15 10 --

Potemkin launches upward at a ~40 degree angle, grabbing his opponent out of the air and bringing them crashing back down to earth. Potemkin is invincible until he leaves the ground, at which point he has upper body invincibility for 15 frames, allowing HPB to be used as an anti-air in most instances. Keep in mind that it's not completely safe, though - many moves can beat it outright, and sometimes it will whiff completely, seemingly for no reason. Heavenly Potemkin Buster will always connect after a 2H, but you have to cancel into it as soon as the 2H connects.

Instant Kill

Magnum Opera
236236H
GGAC Potemkin IK1.png
Kiss your ass goodbye.
GGAC Potemkin IK2.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Fatal -- 20 -- -- any -- 11+6 12 16 -9

Strategy

General Strategy

Defense

Good defense is Potemkin's most reliable asset. Damage and fear comes naturally, but bad defense can't be made up for. Learn to Instant Block and Slashback, and use these tools as often as you can. Learn blockstrings for other characters and figure out their weak points where you can Instant Block or Slashback > Potemkin Buster to turn the tables on their pressure. Don't forget about Faultless Defense, either. Sometimes FD will get you out of a situation that IB won't.

Potemkin is huge, and he has huge Guts, but don't delude yourself into thinking this makes you safe. If you play smart and avoid putting yourself in bad situations, you can stay on top of the match and open up more opportunities to unleash your ridiculous damage potential.

Movement

Potemkin is slow, but don't let that scare you from moving forward. It builds tension, keeps your opponent in range of your normals, and it's just plain scary. If you get a Sliding Head at long range, walking forward can build more tension than Hammer Fall, though obviously it won't get you as close. If you go to the air, avoid Super Jumping. Regular jumps get you about as far forward, and you can hold on to your double jump to avoid attacks or adjust to your opponent's positioning.

Mixup

Haha.


Basic Combos

Ground Combos

  • 5P > 5K > 2S > 2D
Sometimes you're just not close enough to get 2H to connect.
  • 5P > 5K > c.S > 2S > 2H > 623H (Extend)
The full chain is actually very unlikely because the total knock back tends to put them out of 2H range. 5K > 2S > 2H or 5P > c.S > 2S > 2H are more likely.
  • 5P > 5K > c.S > 2S > 2H > Hammer Fall Break, j.P > j.K > jc.Aerial Potemkin Buster - 25% Tension
TK with 63214'7'6D to get additional corner carry. In the corner you can follow up with 5P > c.S> jc.APB or 5K > 2H > HPB.
  • 5P > 5K > c.S > 2S > 2H > 632146H > Follow up... - 50% Tension

The full chain is actually not possible on most of the cast, again you should usually keep it short. Even at point blank it won't work on any of the light weights and some strange hitboxes. Follow ups are character and screen position specific. Bullet, 5H/2H > 623H is often available.

  • 6K > 2H > Heat Knuckle (Extend)
6K has a fair amount of knock back and not much in terms of gatlings so sometimes going straight to 2H>623H is just what you want to do.
  • 6K > Hammerfall(FRC), 5H/2H > 623H

Very very tight. You must immediately begin charging hammerfall right after you input the 6K and swing immediately straight to 6H when the hitstop (not to be confused with hitstun) ends. Why do this when it is so painfully difficult? Besides the greater combo potential with meter, Hammerfall's armor absorbs bursts. You can even hammerfall frc hammerfall frc etc to kill someone with a burst.

  • Counter Hit 6P , (f.S) > 2S > 623H
6P's a great anti-air and this gives you plenty of time to confirm the CH. This is an easy pick up you can do from a 6P CH confirm without committing to a jump. 2S will work on opponents of any weight in almost any combinations of jump heights and distances. Be careful not to 2S too Early off of a CH 6P as it might go under them.
  • Counter Hit 6P , j.H |> c.S/f.S > 623H

J.H needs to come out close to landing but before your opponent hits the floor (some guys fall fast!). Works on most characters (not Johnny) on a grounded CH. Also works on anti air CH against characters that aren't too light. Careful, anti air some combinations of heights and weights give you a c.S when you need a f.S.

  • Counter Hit 6P > 632146H ...

You can super cancel late by doing 6321467H to confirm the 6P.

Counter Hit 2H

  • Counter Hit 2H, 2H > Heat Knuckle (Extend)
  • Counter Hit 2H, f.S > 2S > 2H > Heat Knuckle (Extend) (If you're in the corner it will be c.S instead, but the combo is otherwise the same.)

Potemkin Buster FRC

  • Potemkin Buster FRC, 2S > Heat Knuckle (Extend) - 25% Tension
Works on pretty much everybody, at any position on screen.
  • Potemkin Buster FRC, (5S >) 2S > 2H > Heavenly Potemkin Buster - 75% Tension
  • Corner: Potemkin Buster FRC, 2H > Heat Knuckle (Extend) - 25% Tension
  • Corner: Potemkin Buster FRC, 5H > Giganter, 2H > Heat Knuckle (Extend) - 75% Tension
  • Corner: Potemkin Buster FRC, 5H > Giganter, 6H > Hammer Fall FRC Heat Knuckle (Extend) - 100% Tension

After Sliding Head

  • Hammer Fall > Break, 5K > (5S >) 2S > Heat Knuckle (Extend)
5S can be used on "heavier" characters, otherwise skip straight to 2S.
  • Hammer Fall > Break, 5K > (5S >) 2S > 2H > Heavenly Potemkin Buster - 50% Tension
  • vs. Slayer, Baiken: Super Jump j.S |> (c.S >) f.S > Heat Knuckle (Extend) (Depending on timing you might get f.S instead of c.S, just go with it.)
  • vs. Slayer, Baiken: Super Jump j.S |> 6P > Giganter > Giganter Bullet > 2S > Heat Knuckle - 50% Tension
For these combos, you want the j.S to hit at the last stage of its animation, where Potemkin's hands are under him.
Other Combos

Jump-Ins

  • Late j.S or j.H |> c.S > 2S > 2H > Heat Knuckle (Extend)
A j.S or j.H thrown late is the only thing that's likely to give you a ground combo.
On some characters, in the corner, you can squeeze in a 5K upon landing for a little extra damage.

Counter Hit j.S

  • Counter Hit j.S |> Heat Knuckle (Extend)
  • Counter Hit j.S |> walk forward c.S > f.S > Heat Knuckle (Extend)
  • Counter Hit j.S |> Giganter -> Bullet... - 50% Tension
j.S has great ground bounce and untech time on counter hit, giving you a ton of options. These just happen to be the easiest.

Alternate Color Chart

P K S H D
AC Potemkin normal p.png Potemkin normal k.png Potemkin normal s.png AC Potemkin normal h.png AC Potemkin normal d.png
EX Potemkin ex p.png Potemkin ex k.png Potemkin ex s.png Potemkin ex h.png Potemkin ex d.png
Slash `Potemkin slash p.png Potemkin slash k.png Potemkin slash s.png Potemkin slash h.png Potemkin slash d.png
#R Potemkin reload p.png Potemkin reload k.png Potemkin reload s.png Potemkin reload h.png Potemkin reload d.png

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