Overview
Long-ranged attacks, good durability and powerful throws are what makes up the hulking juggernaut, Potemkin. His signature move is Potemkin Buster, a fast command grab with long range and tremendous power.
Potemkin’s gameplan revolves around finding ways to land Potemkin Buster and using other moves to punish counterplay. He has a wide array of anti-airs to stop jumping such as Heat Knuckle. Large normals, such as f.S and 5H, allow him to challenge both grounded and aerial opponents from ranges beyond throw range. 6H is particularly large, and his normals can be canceled into Mega Fist to close space or to disengage.
Potemkin’s weak point is slow movement, he can neither run nor air dash. He struggles against zoning as a result. Don’t be discouraged, Potemkin has several gap-closing tools. Hammer Fall is a forward sliding attack. Slide Head creates a shock wave that knocks grounded opponents down unless they block low. Both the aforementioned moves can also armor through one hit. He can even use F.D.B. to reflect projectiles. Right back at ya!
While useful, Potemkin’s gap-closing tools are unconventional and have weak points, so moving forward is generally unfavorable despite being necessary. But fear not, as his durability offset this weakness somewhat. In addition, his immense power and oppressive okizeme setups with Garuda Impact can quickly swing a match.
Potemkin is recommended for players who want to utilize powerful throws and long-ranged normals to instill fear in their opponent and punish them harder than anyone else!
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Damage Received Mod |
×0.94 |
Guts Rating |
3 |
Weight |
Heavy |
Prejump |
5F |
Backdash |
24/1~6 strike invuln/1~17 airborne |
Unique Movement Options |
Hammer Fall, No Run, No Airdash |
Fastest Attack |
5P (5F) Potemkin Buster (5F) |
Reversals |
None |
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Pick if you like | Avoid if you dislike |
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Normal Moves
5P
A fast but flawed swipe, 5P is inherently useful in some cases where its speed is needed. It is large for how quick it is, giving it use as an anti-air or short-ranged poke.
Its shortcomings mostly stem from its inability to hit crouching and dashing enemies directly in front of Potemkin, forcing him to choose slower options such as 2P/c.S, or wildly less safe options like Potemkin Buster, if he wishes to avoid whiffing in defensive situations.
The short recoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. of 5P gives it decent reward on aerial hit, as it can reliably linkTo perform a second action after the first action completely finishes its animation. into 2S. It also has niche usage as a safe meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., if the opponent is struck by the last active frame, 5P can link into c.S.
- Potemkin's fastest normal.
- Whiffs on crouching opponents, and most dashing opponents.
- Also whiffs on
May and
Ky's prejump frames.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
36 | Low | 10 | 9 | 9 | -4 |
A standing kick that must be blocked low. 5K features decent range, great active frames, and a surprisingly disjointed hitbox. Can be used to preemptively stop advancing attacks in neutral, or as a meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to score a knockdown along with 2D.
5K is a combo staple due to its gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. into 6K, allowing for confirms into kBMFGuard:
HighStartup:
26-27Recovery:
12Advantage:
-2 on aerial hit. Aerial hits can also confirm into 6H for a chunky wall stick in corner routes.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 2 | Small | -1 | 1125 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 | All | 8 | 4 | 11 | +4 |
A fantastic button all around. Fairly fast, solid hitbox, with great reward on hit. On block, its frame advantage also gives Potemkin access to some scary frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. opportunities. If you want an attack to connect, it's this one.
- Combos into 2H to easily launch enemies.
- Bounce on aerial hit.
- Only +3 on block if attempting c.S, c.S stagger pressure due to gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. restrictions (i.e. trades with 5 frame jabs). Explanation video
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Mid | +7 | 2500 | 1000 | 300 | 80% |
- Input Proximity Range: 360
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 12 | 7 | 18 | -8 |
A large poke with a great hitbox, can be used to smack people out of the air or whiff punish people on the ground as it gatlings into 5H.
On aerial hit it confirms into Slide HeadGuard:
Low (Guard Crush)Startup:
29Recovery:
28Advantage:
0 for a hard knockdown, but on grounded hits the reward is somewhat limited without use of meter or counter hit as it cannot gatling into 2D.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | -5 | 2000 | 1000 | 300 | 80% |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
60 | All | 16 | 5 | 25 | -11 |
A slow but huge poke that claims a lot of neutral space and hits very hard. Great reward on counter hit, allowing Potemkin to close the gap with Slide HeadGuard:
Low (Guard Crush)Startup:
29Recovery:
28Advantage:
0 or Hammer FallGuard:
AllStartup:
18~62Recovery:
26Advantage:
-9 depending on the distance of the opponent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -8 | 2500 | 1000 | 300 | 80% |
5D
(Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Uncharged | 50 | High | 20 | 8 | 21 | -15 | |
Charged | 62 | High | 28 | 8 | 21 | -10 |
The universal overheadAn attack that the opponent must block high., it is Potemkin's only grounded attack that must be blocked high. Can catch opponents off guard when using its gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. from 5K, 2K, or c.S.
Holding performs a slower but far more powerful strike. Unlike most characters, Potemkin's dust attack is long ranged enough to connect on round start.
- Cannot be special cancelled.
- Uncharged Dust Attack
A decently fast overhead attack. Potemkin's 5D is large and quite active compared to that of other characters, but without tension its power is limited as it cannot be cancelled into anything and offers no follow-ups. Potemkin's regular abuse of Garuda Impact'sGuard:
All (Guard Crush)Startup:
28Recovery:
24Advantage:
+19 guard crush and the ever-present threat of a 2D knockdown allows for multiple opportunities to land this attack, either to finish off the opponent on its own or to follow-up using a Roman Cancel.
It can linkTo perform a second action after the first action completely finishes its animation. into c.S after applying the slowdown effect from a Blue Roman Cancel.
- Floating Crumple on hit (Opponent is considered Airborne).
- Charged Dust Attack
The slower yet far more devastating variant, 5[D] launches opponents high into the air, and offers a unique combo opportunity if hit raw.
Potemkin has some difficulty comboing into 5[D] without tension, so he does not often use it to extend juggle combos as often as other characters might. It is a powerful and easy-to-use follow-up to a Roman Cancelled Potemkin Buster however, and links into options like c.S or 2S, allowing Potemkin to tack on considerable extra damage, while also juggling his opponent across the screen (or through the wall).
Outside of combos, 5[D] is a basic but incredibly powerful punishing tool. Potemkin can easily take advantage of the attack's size to snipe extended hurtboxes or punish moves with high recovery from far distances. On offense, it can catch inattentive opponents who are too concerned about potential low attacks to notice the bright orange glow and long startup. The reward is immense regardless of how you manage to hit your opponent, though ultimately it is a volatile mix option that sacrifices more reliable strategies for a chance at a round-winning combo.
- If the first hit, holding
will activate Homing Jump for a large combo opportunity.
- Performing a homing jump will cause an area shift and put the opponent into a unique air combo state.
- The unique finisher from a homing jump combo results in a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Uncharged:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Delay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26 | All | 8 | 4 | 9 | -1 |
A neutral poke that's larger and safer than most, though with much less reward. If you need to mash out of a scrambleAn unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops., 2P is much slower than 5P but will not whiff on crouching or low-profiled opponents.
Potemkin's c.S is generally preferred for said scrambles as its startupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. is identical and offers greater reward on both hit and block.
- Does not hit its maximum range until frame 10.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +2 | 1000 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Low | 10 | 4 | 14 | -4 |
A fast low, less active but much longer range than 5K. Synergizes well with 2D to get reliable knockdowns after a jump in or a counter hit 5P.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 2 | Small | -1 | 1125 | 1000 | 300 | 80% |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 | All | 14 | 3 | 18 | -4 |
While slower than c.S and f.S, Potemkin's 2S boasts a slight disjoint, and staggers the opponent on counter hit. Airborne opponents will get juggled into the air on hit, giving 2S a niche use in combos as well where 5K cannot reach.
Utilizing the disjoint, as well as delaying your c.S pressure, can give Potemkin many opportunities to fish for that counter hit and maximize this move's potential. The stagger allows you to convert into huge damage, even a Potemkin Buster is possible if you are quick to react with Hammer Fall Break!
- Stagger on counter hit.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | -1 | 2000 | 1000 | 300 | 80% |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
55 | All | 13 | 5 | 35 | -21 |
A massive uppercut that launches the enemy and opens a world of damage up to Potemkin. Also functions as an anti-air, but due to its large hurtbox and less than stellar startupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame., it's unreliable in that regard.
2H is an important part of Potemkin's combo game, as it leads to a majority his standard combos. Beware its range, as despite its incredible height 2H will not consistently connect at certain horizontal distances.
- Potemkin's go-to launcher for combos.
- Long recoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. that can be shortened using Hammer Fall Break.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +26 | 2500 | 1000 | 500 | 60% |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | Low | 13 | 7 | 18 | -8 |
The universal low, 2D makes for a useful long range poke or short combo ender for setting up okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Fast enough that it can punish certain specials such as Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10].
Counter hits will launch the opponent slightly and can be converted into decent damage depending on distance.
- Hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
- Soft knockdown on aerial hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | HKD +45 | 1500 | 1000 | 300 | 80% |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | All | 11 | 7 | 25 | -15 | 1 ~ 4F Upper Body 5 ~ 17F Above Knees |
Potemkin's go to anti-air. You'd think that due to his size, he'd have a hard time anti-airing, but this 6P has him sit down and still gives him a bunch of upper body invulnerability. Its great hitbox size smacks a lot of things out of the sky.
On hit it launches slightly and can easily confirm into most of Potemkin's specials as well as both of his Overdrives. On aerial block it can jail into Heat KnuckleGuard:
Air Guard CrushStartup:
12Recovery:
18Advantage:
+10~+3 for guard crush pressure.
Has a hard knockdown on counter hit, though cancelling into Garuda ImpactGuard:
All (Guard Crush)Startup:
28Recovery:
24Advantage:
+19 will often provide the same benefit while also pushing the enemy closer to the corner.
- Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | KD +17 | 2000 | 1000 | 500 | 60% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 | All | 22 | 5 | 18 | -6 |
A somewhat underwhelming shoulder tackle, Potemkin's 6K makes up for its shortcomings with the ability to Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into his other specials, see more details below.
Outside of kara cancelling, 6K has some limited utility in certain combos due to its wallbounce. And while unsafe on block, it creates a natural frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. when cancelled into Hammer FallGuard:
AllStartup:
18~62Recovery:
26Advantage:
-9 (2 frames), or F.D.B.Guard:
AllStartup:
20~37Recovery:
20Advantage:
-6 (4 frames).
The reward on hit isn't great, as Hammer Fall is the only real follow-up you can do without meter, though it can combo into powerful options like Garuda ImpactGuard:
All (Guard Crush)Startup:
28Recovery:
24Advantage:
+19 if you manage to score a counter hit.
When used as a gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. in block strings it can help Potemkin power through faultless defenseA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource., but it's a slow follow-up that often risks punishment. The exception to this is after c.S, which results in a natural frame trap (4 frames).
- Wallbounce on aerial hit.
- Forward movement is preserved when kara cancelled.
- Kara Cancelling
One of the main usages of 6K in Strive is that it can be Kara Cancelled, meaning Potemkin can cancel the startup of 6K into special moves, preserving the forward movement it provides.
While this technically results in a version with slower startupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame., the forward movement grants increased range to moves such as Potemkin Buster, Garuda Impact, Heat Knuckle, and so on.
Kara cancelling Potemkin's Backward Mega FistGuard:
HighStartup:
25Recovery:
6Advantage:
+4 also grants you access to one of his most powerful combo tools available.
An overview of Potemkin's kara cancels can be viewed on his Strategy Page.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | -3 | 2000 | 1000 | 300 | 80% |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
90 | All | 23 | 5 | 29 | -15 |
While slow, Potemkin's 6H is blessed with almost unrivaled damage for a normal, as well as an extremely large and disjointed hitbox. It functions well as a powerful long-range punish, or as a chunky finisher when following a 5K in corner combos.
On counter hit the move truly shines as it sends the opponent flying a great distance, eventually tumbling into a hard knockdown. Potemkin can easily follow his opponent across the screen using Hammer FallGuard:
AllStartup:
18~62Recovery:
26Advantage:
-9, allowing him to gain an incredible amount of ground while still having time for okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. If the opponent reaches the corner before the end of their tumble, you can convert into some of Potemkin's most infamous, high damage combos.
- Tumble with a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +34 | 2500 | 1000 | 700 | 80% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | High | 7 | 6 | 6 |
Your fastest air-to-air option. j.P is weak but able to gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. into itself repeatedly, though nothing else. Useful for when the opponent is above Potemkin, or if other attacks would be too slow.
- Potemkin's only air normal that cannot be jump cancelled.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 | 60% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
36 | High | 10 | 6 | 15 |
A quick boot to your opponent's head. Faster, safer, and more active than j.S and j.H, though with much less reward on hit.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 80% |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 | High | 13 | 5 | 23 |
Potemkin spikes down, which results in a jump in less rewarding than his j.H but with better vertical range, meaning you don't have to go in quite as deep to secure the hit.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | 1500 | 1000 | 300 | 100% |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
55 | High | 12 | 4 | 16 |
The classic grappler body splash, with a Potemkin twist. Is wide enough to cross up, can be used as a big and slow air to air, and gives good damage on hit and even more on counterhit. What more could you ask for?
Do note however that just like many of Potemkin's other Heavy Slash normals, the hurtbox is big and the move is generally slow. Don't throw it out without any regard to your personal safety.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Mid | 1875 | 1000 | 300 | 100% |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
50 | All | 13 | Until Landing | 9 After landing |
The classic butt slam. Stops all horizontal air movement and sends Potemkin straight down. Useful to get out of the air quickly, avoid grabs, or confuse your opponent with the change in momentum. Most often used as a quick way down to the floor following a whiffed Heavenly Potemkin Buster. The higher you start the j.D the more advantageous it is on block or hit. This is due to it gaining speed over the duration, resulting in you landing faster after connecting.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | 2000 | 1000 | 500 | 100% |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
90 | Ground Throw | 2 | 3 | 38 | N/A |
Universal throw, with enough advantage to allow Potemkin to easily set up his preferred okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., including MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Garuda ImpactGuard:
All (Guard Crush)Startup:
28Recovery:
24Advantage:
+19, or sacrificing a little advantage to walk back and make it outspace almost any reversal. It can also autotime into a safejump using a frame killA technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. 5P before jumping. Faster but smaller than Potemkin Buster, and with much less damage of course.
- Throws the opponent either forward or backwards depending on input.
- Hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +55 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
90 | Air Throw | 2 | 3 | 38 or Until Landing + 10 | N/A |
Universal air throw. Slams the opponent straight down and right next to you which easily allows for a meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. of your choice.
- Throws the opponent either forward or backwards depending on input.
- Hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +37 (IAS) | 2500 | 1000 |
- Air Throws have both normal recovery and special recovery frames upon landing. It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their IAS'"`UNIQ--item-11707--QINU`"' height instead.
- Frame advantage decreases as height increases (+32 to +39).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Special Moves
Potemkin Buster
632146P or 360P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
175 | Ground Throw | 5 | 4 | 37 | 1~8f Throw |
Potemkin's famous signature command grab; there's a reason it has his name in it. With massive damage on hit, surprising range, and very fast startup, your entire game plan revolves around snagging your opponent with this.
Potemkin Buster's immense reward on hit makes it worth the risk in many situations. It can punish your enemy's poor blockstrings, be used as a tick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. during pressure, catch opponents on wake up (be it yours or theirs), or just be a hard callout in the neutral.
And your opponent will feel like an idiot for getting caught by it every time.
- An OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6K or c.S can connect afterwards depending on how close you are to the corner.
- Using the alternative 360P input can help when attempting Potemkin Buster on defense as you can begin the input with the same direction that you use to block.
- The throw range extends over its 4 active frames from point blank to the middle of his fingers (see hitboxes)
- Kara Cancelling
Performing a 6K Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. benefits many of Potemkin's specials, and there is no truer example than Potemkin Buster (632146K~P). The added forward momentum allows Potemkin Buster to catch opponents from significantly farther away at the cost of slightly slowing its startup. The increased effective range allows you to threaten Potemkin Buster even at the very beginning of a round!
This technique is commonly referred to as a "Kara Buster", and while not strictly required for play, it opens up countless opportunities to land Potemkin Buster that are otherwise not possible.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +55 | 2500 | 1000 | 100 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 2080 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Heat Knuckle
623H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,8×7,60 | Air Guard Crush | 12 | 4 | 18 | +10~+3 |
Heat Knuckle is Potemkin's longer ranged anti-air. The impressive range and complete lack of hurtboxes on Potemkin's arm gives it great space control and makes it useful for catching airdash-happy opponents who throw out attacks recklessly. On hit, a special animation plays out as Potemkin repeatedly strikes his victim, before ultimately blasting them away and breaking the wall if close enough.
Despite looking like a grab, Heat Knuckle can actually be blocked, though that is a slim consolation for your opponent. On block it has high RISC gain and puts the opponent into the guard crush state where they cannot YRC until landing and have no throw protection. In addition, Heat Knuckle has a vacuum effect on block, allowing Potemkin to set up a terrifying strike-throw mixup.
Heat Knuckle's full animation plays out as long as it connects with a hurtbox, even extended ones such as Axl's j.S
Guard:
HighStartup:
14Recovery:
18Advantage:
or Nagoriyuki's j.S
Guard:
HighStartup:
13Recovery:
20Advantage:
N/A. This can look very strange and appear as if the opponent is being vacuumed into Potemkin's hand.
- Cannot hit grounded opponents.
- Automatic Wall Break in the corner.
- If blocked, opponent has landing recovery frames cancelled and can immediately act upon landing.
- Frame advantage is height-dependent, ranging from +10 to +3.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | Very Small | HKD +60 | 3750 | 2500 | 1000 | 50% | 150 |
- Vaccum effect on block
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1063 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Does apply 25% R.I.S.C. Loss reduction on hit, unlike other hitgrabs.
- 50 damage on block (∴ 25 chip damage).
- Vertical Activation Range: 5500. Irrelevant, literally nobody can even get this high up.
Mega Fist
236P or 214P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236P | 50 | High | 25 | 7 | 16 | -6 | Airborne 3f, Below Chest 3f |
214P | 50 | High | 25 | 7 | 6 | +4 | Airborne 3f, Below Chest 2f |
2146K~P | 80 | High | 26-27 | 7 | 12 | -2 | Airborne 3f, Below Chest 2f |
Potemkin leaps into the air before descending with a heavy double-punch.
The arching trajectory allows Potemkin to easily avoid most enemy ground attacks, while the large and highly disjointed hit box leads to most anti-air attempts either trading or being outright beaten.
- Potemkin lower hurtbox is significantly retracted on frame 2.
- Potemkin is airborne on frame 3.
In combos, Mega Fist is often used an extension tool as it will bounce an aerial opponent off the ground, allowing for potential follow-ups depending on the specific version used. It also functions well as a finisher, as despite its low damage it allows for okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. due to its knockdown.
- Bounce with a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on aerial hit.
Mega Fist has multiple versions, primarily differing in the direction Potemkin travels. For more specific descriptions of these versions, read on.
- Forward (FMF)
FMF is an aggressive but flawed overhead attack, and can be difficult to react to if your opponent is not expecting it. If used sparingly and with good spacing, it is a strong advancing tool.
Due to its long recoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. it is easily punished on block, but taking advantage of its large hitbox makes it safe at longer ranges due to its pushback. Very late hits where Potemkin lands on the ground shortly after contact will even further improve the move's safety.
On counter hit it can linkTo perform a second action after the first action completely finishes its animation. into 2K or even c.S depending on distance, but standard hits offer no reward and can actually be punished by a ground throw if you are too close, so spacing is crucial.
FMF's long recovery also limits its usage in combos as it is difficult to follow-up any hit without a Roman Cancel. Despite this, FMF still sees some usage as an extension tool in the corner.
Performing a 6K kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. (236K~P) allows FMF to travel a much greater distance, and is a good "all-in" usage of Mega Fist to close distance when you're not overly concerned with spacing.
- Backward (BMF)
BMF boasts an incredible recovery along with the usual advantages of Mega Fist, but its offensive use is almost non-existent due to its backwards leaping trajectory. While it is a powerful defensive tool, you must avoid overusing it as this can apply a Negative Penalty.
BMF's extremely short RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. coupled with its large hitbox makes it practically impossible to whiff punish in any real way, and Potemkin is at high enough advantage that he is rewarded whether the move hits or is blocked, highly discouraging opponent's from recklessly aggressing you in the corner.
BMF is frustratingly good at escaping block strings too, as Potemkin leaps upwards fast enough to avoid most low hitting attacks or throws with no fear of punishment afterwards.
The relative safety of BMF even makes it an unusual but functional wake upThe state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. option.
A 6K kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can also be performed with BMF. However, the results are highly unusual and require a dedicated section, seen below.
- Kara Cancelled Backward (kBMF)
Combining the forward momentum of 6K with the backwards leap of BMF creates a version of Mega Fist with a strange trajectory that moves slightly forward by the end.
Potemkin's kBMF also has additional properties that make it a different move entirely. It deals a bonus 30 damage, though with a slower RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking., and features a higher bounce on hit than other Mega Fist versions.
The slower recovery means there is no particular reward on hit. On block, kBMF is still safe from punishes but is no longer at advantage like BMF.
In combos kBMF shines as an extension tool, despite requiring more specific setups than FMF, as it deals much more damage and provides a higher bounce while also recovering fast enough to reliably linkTo perform a second action after the first action completely finishes its animation. into follow-ups.
It can even loop between itself and 5K/c.S under certain circumstances!
- The result of a 6K kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. with BMF (2146K~P).
- Powerful but limited accessibility in combos as it requires a gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. into 6K in order to cancel into it.
- Startup is dependent on what frame the 6K Kara Cancel is performed (2 frame window).
For added weirdness, there is a 1 frame window just before the enemy hits the ground where it will apply an even higher bounce known as JFkBMF (Just Frame kBMF). This makes follow-ups notably easier, and makes certain combo routes possible on lightweights. Landing JFkBMF is also guaranteed to not wall stick if the wall damage threshold has not already been met, effectively allowing for one extra hit before a wall stick occurs.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236P | 80% | 3 | Mid | -2 | 1500 | 1000 | 700 | 100% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214P | 80% | 3 | Mid | +8 | 1500 | 1000 | 300 | 100% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
2146K~P | 80% | 3 | Mid | +2 | 1500 | 1000 | 300 | 100% | 25% | 150 |
236P:
- Below Chest invuln 1 frame later than the Backwards (and kara Backwards) version.
214P:
- Moves backwards during initial movement on frames 1~31
- Decreases Tension Balance during the initial movement, for a total of --3069 Tension Balance.
- Increases Negative value during the initial movement, for a total 1240~2573 Negative value (amount varies and increases with distance to the opponent).
2146K~P:
- Doing 2146K~P will perform a Kara Backwards Megafist
- In addition to the altered momentum from the Kara Cancel, this move also has unique damage and frame data.
Slide Head
236S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0 | Low (Guard Crush) | 29 | 2 | 28 | 0 | 1 Hit Armor 5~28f |
Potemkin falls forward and creates a stage-wide shockwave that must be blocked low or avoided via jumping.
Slide Head is similar to a projectile in function, only instead of being rewarded on hit with damage or a combo, Potemkin instead inflicts a knockdown on his opponent. A follow-up Hammer FallGuard:
AllStartup:
18~62Recovery:
26Advantage:
-9 is commonly used to push forward while the opponent is on the ground and unable to act.
Slide Head excels at punishing long range zoningThe act of denying the opponent the ability to approach, jump, or other movement options. and can also be useful when in a scrambleAn unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops. due to how early its armor activates.
- Has a single hit of armorA property which lets a move continue when hit by a set number of moves (usually taking reduced damage). starting on frame 5.
- hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
It is completely safe or "neutral" on block and also applies Guard Crush to the opponent, opening up potential mixes as you can immediately threaten either a strike or a throw of your choosing.
Having this move blocked after the slowdown from a Blue Roman Cancel can even create a true 50/50 mix between c.S and Potemkin BusterGuard:
Ground ThrowStartup:
5Recovery:
37Advantage:
. This mix is spacing dependent, and may require a 6K kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. Slide Head to consistently be within c.S range.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | HKD +55 | 375 | 1000 | 500 | 100 |
- Has 1 hit of armor starting on frame 5 until (but not including) active frames
- Technically a projectile that spawns during startup, but gets instantly destroyed when Purple Roman Cancelled, unlike other projectiles. However, it stays on a YRC hit, punishing YRC's recovery in the process.
Hammer Fall
[4]6H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Hammer Fall | 58 | All | 18~62 | 2f | 26 | -9 | 1 Hit Armor 5~61f |
Hammer Fall Break | N/A | N/A | 27 |
Potemkin launches himself along the ground, clamping his fists together upon reaching his opponent, or planting his feet and stopping early if he so chooses.
- Hammer Fall
Hammer Fall is an integral part of Potemkin's mobility, allowing him to lunge forward and reclaim ground whenever he scores a hit against his opponent.
The move also boasts a single hit of armor allowing it to be used more aggressively as well, being able to power through stray attacks and score potential counter hits. It is dangerous to fully commit to Hammer Fall without tension however, as it is heavily punishable on block.
With tension, Hammer Fall is considerably safer as you can Roman Cancel its hit to avoid punishment or continue your offense.
Alternatively, you can Roman Cancel before the hit to transition into trickier attacks such as Heat KnuckleGuard:
Air Guard CrushStartup:
12Recovery:
18Advantage:
+10~+3 or Potemkin BusterGuard:
Ground ThrowStartup:
5Recovery:
37Advantage:
, using Hammer Fall merely as an armored taxi to get you closer.
In combos, Hammer Fall's main usage is as a finisher after 6H to achieve a wall stick, as Potemkin gets no real reward from a standard hit.
- Has a single hit of armorA property which lets a move continue when hit by a set number of moves (usually taking reduced damage). starting on frame 5.
- hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on counter hit.
- Break (HFB)
Performed by pressing at any point during Hammer Fall before the strike, HFB allows Potemkin to hit the brakes and stop his charge. Proper usage of HFB is key as it makes your only real movement option much safer and easier to space.
In combos, HFB can be used to shorten the recoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. of heavy normals such as 2H, allowing for links that are otherwise not possible. It can also simply be used as a movement option where Potemkin needs to get closer but does not want to strike the opponent with Hammer Fall, such as after a wall stick.
HFB also has an unorthodox interaction with Potemkin's Overdrives and their input priority over specials. As HFB is considered its own special, it can be interrupted into an Overdrive via a kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup..
This interaction allows Potemkin to charge forward and connect Giganter Kai after longer range hits such as 5H, and also makes Hammer Fall much scarier to jump over as your opponent risks being caught by a sudden Heavenly Potemkin Buster!
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hammer Fall | 80% | Mid | SKD +18 | 2500 | 1000 | 500 | 80% | 25% | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||
Hammer Fall Break | 50 |
Hammer Fall:
- Has 1 hit of armor starting on frame 5 until (but not including) active frames
- On Counter Hit: HKD (+56)
- If the first hit of a combo, applies an additional +20 Combo Decay.
F.D.B.
63214S (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
F.D.B. | 55 | All | 20~37 | 3 | 20 | -6 | Projectile Reflection 4~[19~37F] |
F.D.B. (Charged) | 75 | All | 38 | 3 | 20 | -6 | Projectile Reflection 4~37F |
Reflect Projectile | 50 | All | 1 | +11 |
A key part of Potemkin's arsenal for dealing with zoningThe act of denying the opponent the ability to approach, jump, or other movement options., and additionally a useful pressure tool, he begins by kneeling down and preparing a powerful flick.
Potemkin automatically releases his finger the first time he is struck by certain projectile attacks during this pose, destroying the projectile in the process and countering with one of his own! The blast wave he produces moves at a moderately fast speed and will consume most other projectiles in its path.
The reflect window begins on frame 4 allowing Potemkin to quickly dispose of most projectiles on reaction, but is also generously long to better deal with slow or delayed projectiles as well.
(Such as Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+22 [+25] or a Faust Bomb.Guard:
AllStartup:
143Recovery:
Advantage:
)
For a full list of projectiles that can be countered, check the chart below.
If the reflect window ends without a successful trigger, Potemkin will still release his finger on the next available frame, producing a small shock wave directly in front of him.
This attack has respectable range and disjoint, making it a useful mid-range poke that can be difficult to contest with. On hit it knocks the opponent away, allowing you to advance towards the corner. While on block it is usually safe from punishes due to its pushback.
- Synergizes well with Hammer Fall
Guard:
AllStartup:
18~62Recovery:
26Advantage:
-9 as the input allows you to charge naturally. - Tumble with a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
- Can extend the reflect window and/or delay the attack by holding
.
- If held for the full duration the damage and tumble duration are both increased.
- A natural frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. after c.S(2 frames), and 6K(4 frames).
F.D.B. Reflectable Projectiles Table | |
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Character | Move |
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Note: For call 13C |
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Note: For Dragon Install |
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Note: Highly unlikely to happen in normal gameplay as it requires an enemy to first reflect your own F.D.B. projectile with Faust's 5[D], |
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Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
F.D.B. | 90% | 3 | Mid | HKD +53 | 2000 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
F.D.B. (Charged) | 90% | 3 | Mid | HKD +62 | 2000 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Reflect Projectile | 80% | 3 | Very Small | KD +44 | 500 | 1000 | 300 | 12% |
F.D.B.:
- Reflects projectile starting on frame 4 until active frames
- Cannot reflect Overdrive projectiles
F.D.B. (Charged):
- Reflects projectile starting on frame 4 until active frames
- Cannot reflect Overdrive projectiles
Reflect Projectile:
- Clash Level: 3
- Clash Hits: 1
Garuda Impact
214H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
63 | All (Guard Crush) | 28 | 11 | 24 | +19 |
Potemkin pumps his fist and unleashes a fiery blast from his gauntlet, destroying the hopes and dreams of anyone in range. Garuda Impact is a new addition to Potemkin's arsenal for Strive, and has made a name for itself as an overwhelmingly powerful okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool. The reward on any hit or block is incredible, and the generous amount of active frames allows Potemkin to go for an extremely late meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. while still often catching back dashes.
On block it applies a chunky amount of chip damage and RISC, and leaves Potemkin at significant advantage as well. It also afflicts the victim with Guard Crush, greatly limiting their defensive options and giving Potemkin easy access to high/low/throw mix.
On hit, it applies a large stagger which allows you a follow-up of your choice, even a Potemkin Buster should you desire it.
Even airborne enemies are not safe, as Garuda Impact will shoot them across the stage into a tumble, with plenty of time to chase them using Hammer FallGuard:
AllStartup:
18~62Recovery:
26Advantage:
-9 and set up meaty pressure. If your enemy is already in/near the corner, the tumble lasts long enough to casually confirm into a high damage wall break combo as well.
Garuda Impact's gigantic disjoint also allows for easy DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. safe setups. With proper spacing, a reversal DP will often whiff for a counter hit starter combo. Certain Overdrives are unfortunately too large and powerful for this strategy, but you are free to dream.
- Stagger on hit.
- Tumble with a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on aerial hit.
- Guard Crush on block, see details below.
- Guard Crush blockstun prevents the use of Yellow Roman Cancels, and provides no cross-up protection.
- Guard Crush also does not provide the opponent with an additional 5 frames of throw-protection after ending, unlike regular blockstun.
- Properly timed throws are capable of connecting as soon as the Guard Crush animation ends.
More about how Potemkin utilizes Garuda Impact can be found on his Strategy Page.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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90% | Large | +17~+35 | 2500 | 2000 | 700 | 80% | 50% | 150 |
- Guard Crush duration: 53f
Overdrives
Heavenly Potemkin Buster
236236S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
220 | Air Throw | 12+0 | 15 | 16 | N/A | 1~12f Full |
A fast and supremely powerful anti-air command grab, Heavenly Potemkin Buster (HPB) has Potemkin leap into the air at an angle, skyrocketing upwards once he grabs his opponent before descending for colossal damage.
- Anti-Air Command Grab, cannot be blocked but will whiff against a grounded opponent, and potentially against opponents too low to the ground.
- Invincible during start-up frames only.
- Potemkin's hurtbox is heavily reduced during active frames so he should still overpower most aerial attacks.
Unlike most grabs, HPB can still connect during the following states:
- Hitstun. HPB is usable as a flashy, high-damage combo ender.
- Guard Crush. While situational, a blocked Heat Knuckle can be Roman Cancelled into an unavoidable HPB.
- Wall Stick. HPB can grab opponents off of the wall, but cannot break it.
Unlike most grabs, Overdrive command grabs cannot be Roman Cancelled after successfully hitting an opponent.
- Purple Roman Cancels can be performed normally as long as the move hasn't made contact, and like other Overdrives will only drain 50% tension if done during start-up before the super flash.
- Red Roman Cancels can be performed at the very end of the move, allowing for additional follow-up attacks.
While ideally HPB will make contact with your opponent, it is also relatively safe on whiff, as Potemkin will quickly fly past his opponent up into the air. Once airborne you can utilize your double-jump and j.D options to try and confuse your opponent and either safely return to the ground or mount an unorthodox jump-in attack.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | Very Small | HKD +65 | 1000 | 0 |
- Vertical Activation Range: 500 (From Potemkin's current position).
- reversal
Giganter Kai
632146H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Giganter Kai | 60 | All | 10+1 | 5 | 17 | +100 | |
Giganter Kai (Barrier) | 15×3 | All | 10+23 | 464 |
Potemkin unleashes an electrical shock all around him, while also summoning a slow-moving energy shield to assist him.
A fast and powerful pressure tool that can be jailed into from any grounded normal, depending on spacing, allowing Potemkin to turn any blocked hit into a dangerous mix situation for his opponent.
On hit it shines as a combo extension tool loaded with built-in juggles as it naturally launches into its own projectile. Giganter Kai gives Potemkin remarkable screen carry while also letting him pump his opponent full of high damage attacks that could not possibly combo together otherwise. Its quick startupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. and large hitbox allows for these powerful extensions off of nearly any starter as well.
Additionally, Giganter Kai does not break the wall until the barrier's third hit, making it significantly more efficient than a Red Roman Cancel when extending off of a wall stick, while also still providing a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. for having broke the wall with an Overdrive.
- The barrier will appear in front of Potemkin immediately after the initial strike, and will slowly move forward for several seconds before vanishing.
- If the barrier reaches a corner its duration will be slightly reduced, however it also slows to a stop to ensure that the opponent can take all 3 hits.
Giganter Kai's barrier also provides defensive benefits in neutral, as it will clash with and fully nullify most projectiles that come into contact with it. While the barrier is active Potemkin can march confidently towards his opponent, or rush forward with more reckless offense as the barrier will persist even if he takes damage. Be aware it is possible for enemy projectiles to hit you before being nullified if you are too close to the barrier.
- Barrier only disappears once its duration ends or it hits the opponent 3 times.
- Most projectiles, but not all, are blocked by the barrier, expand the table to see the full list.
Barrier Blockable Projectiles Table | |
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Character | Move |
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Note: For call 13C |
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Note: These moves aren't technically blocked, but they are both destroyed via damage. |
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This character has no projectiles |
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This character has no projectiles which are blocked by Giganter Kai |
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Note: The barrier will physically hit and destroy any servant that touches it, effectively blocking attempts from Jack-O' to use them as projectiles |
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Note: For Dragon Install |
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This character has no projectiles which are blocked by Giganter Kai |
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This character has no projectiles |
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The slow moving nature of the barrier makes it easy for your opponent to avoid or wait out, though depending on your screen position their options may be limited.
- Jumping over the projectile is a simple strategy that most will use, but this opens them up to anti-air attempts, including a potential Heavenly Potemkin Buster.
- An opponent who purposefully moves to block its 3 hits is common, but you can freely mix them with high/low attacks should they try. Slide Head is a powerful full-screen tool for this.
- Certain character's moves may also allow them to go under the projectile and punish you, such as
Sol's Night Raid Vortex
Guard:
AllStartup:
15~31 [32]Recovery:
32 [26]Advantage:
-17. While costly, you can bait these attempts if you have additional tension to Roman Cancel.
It is not uncommon for opponents to successfully get past the barrier, so you must be ready to capitalize on whatever method they use to do so. The barrier will continue on regardless, and it will not turn around to assist you!
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Giganter Kai | 100% | Mid | HKD +141 | 2500 | 1000 | 0 | 25% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Giganter Kai (Barrier) | 100% | Very Small | HKD | 100×3 | 1000 | 0 | 12% |
Giganter Kai (Barrier):
- Projectile will continue if Purple Roman Cancelled on frame 16 at the earliest.
- Clash Level: 5
- Clash Hits: -
- After connecting with an opponent, Giganter cannot hit the opponent for 32F, meaning it hits every 33F (exactly timed with the blockstun). This does not affect how often it can hit other projectiles.
Colors
1Ultimate Edition exclusive |