GGST/Potemkin

From Dustloop Wiki

Overview

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!
Potemkin
GGST Potemkin Portrait.png
Damage Received Mod
×0.94
Guts Rating
3
Prejump
5F
Backdash
24F Duration
1-6F Invuln
1-17F Airborne
Unique Movement Options
Hammer Fall, No Run, No Airdash
Fastest Attack
5P (5F)
Potemkin Buster (5F)
Reversals
None
 Potemkin is a slow moving grappler who deals tremendous damage once foes are within his grasp.
Pick if you like Avoid if you dislike
  • A straightforward gameplan where you slowly work your way in and hit or grab them.
  • High damage when you get in close or land the right hits.
  • A slow pace of gameplay that encourages patience punctuated by big reads.
  • Potemkin Buster - The famous command grab that is extremely damaging and highly satisfying.
  • Low mobility - Potemkin has no dash and his walkspeed is very slow.
  • Difficult execution at high levels that's punishing when you make a mistake.
  • Awkward defensive options with significant drawbacks. There's no simple answer to a lot of situations.
  • Short offensive sequences. You either guess right or you're pushed out.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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 All 5 5 6 +1
Total: 15

A fast 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.

Because it only has six frames of recovery, 5P is useful as a reversal safe meaty Hitting 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., since you can recover before the opponent's move becomes active. If the opponent is struck by the last active frame, 5P can link into c.S. This can be auto-timed through certain setups.

The short recovery The 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 link To perform a second action after the first action completely finishes its animation. into 2S.

  • Potemkin's fastest normal.
  • Great okizeme tool.
  • Whiffs on crouching opponents if not done point-blank

Gatling Options: 5P, 2P, 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
Total: 27

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 meaty Hitting 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 gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. into 6K, allowing for confirms into kBMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25~27Recovery12Advantage-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

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
Total: 22

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 trap An 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 gatling The 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

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
Total: 36

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
Total: 45


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
Total: 48
Total: 56

The universal overhead An 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 gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. from 5K, 2K, or c.S.
Holding D 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'sGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+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 link To 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.


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 8 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 knockdown A 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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 hitstun 1-11F, standing hitstun 12-18F, 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 Decay 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
Total: 20

A neutral poke that's larger and safer than most, though with much less reward. If you need to mash out of a scramble An 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 startup The 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

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
Total: 27

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
Total: 34

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

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
Total: 52

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 startup The 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 recovery The 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.

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
Total: 37

The universal low, 2D makes for a useful long range poke or short combo ender for setting up okizeme From 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 DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14].
Counter hits will launch the opponent slightly and can be converted into decent damage depending on distance.

  • Hard knockdown A 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.

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 1-3 Upper Body
4-17 Above Knees
Total: 42

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 KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 for guard crush pressure.
Has a hard knockdown on counter hit, though cancelling into Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 will often provide the same benefit while also pushing the enemy closer to the corner.

  • Hard Knockdown A 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.

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
Total: 44

A lumbering shoulder tackle, Potemkin's 6K is slow but has a potent RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situation on block. It can also grant forward momentum to his other specials via a Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup., see more details below.

6K has some good utility in certain combos due to its wallbounce property. And while technically unsafe on block, it creates a natural frame trap An 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 F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 (2 frames), or an armored frame trap with Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9.
The reward on hit is decent, as a follow-up F.D.B can score you a knockdown without meter. It can also combo into powerful options like Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 if you manage to score a counter hit.
When used as a gatling The 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 defense A 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 startup The 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 FistGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+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.

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
Total: 56

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 FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, allowing him to gain an incredible amount of ground while still having time for okizeme From 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 knockdown A 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.

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 +6 (Min. height)
Total: 18

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 +8 (Min. height)
Total: 30

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 +13 (Min. height)
Total: 40

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 +15 (Min. height)
Total: 31

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

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 +1 (IAS)
Total: 21
(NoteThe red line indicates that the move has become active, but has a variable active window.)

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.

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
Total: 42

Universal throw, with enough advantage to allow Potemkin to easily set up his preferred okizeme From 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 Meaty Hitting 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 ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+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 kill A 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 knockdown A 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.

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
Total: 42
Total: 14

Universal air throw. Slams the opponent straight down and right next to you which easily allows for a meaty Hitting 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 knockdown A 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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 (which recovers CH) and special recovery frames upon landing (not CH). 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 instant Air Throw 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

Wild Assault

236D with 50% Burst (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
236D 30 All (Guard Crush) 20~31 3 20 +7 9-22F Strike
236[D] 50 All (Guard Crush) 32 3 30 +12 9-34F Strike
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 64

White Wild Assault: Strike and Projectile invulnerability during startup, but cannot be canceled. Causes Guard Crush on block. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Causes guard crush on block.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

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
Total: 45

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 throw A 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 OTG The 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 Cancel A 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.

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
Total: 33

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.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- or  Nagoriyuki's j.SGGST Nagoriyuki jS.pngGuardHighStartup13Recovery20AdvantageN/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.

Mega Fist (Forward)

236P

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
Forward Mega Fist
Total: 47

Mega Fist (Forward), or FMF, is an aggressive but flawed overhead attack. However, it can be a strong advancing tool if used with good spacing.

The arcing trajectory allows Potemkin to avoid many ground attacks, while the large and highly disjointed hitbox leads to most anti-air attempts either trading or being outright beaten.

Though unsafe up close, a well spaced FMF can be relatively safe thanks to its large pushback. On counter hit, FMF can link To perform a second action after the first action completely finishes its animation. into 2K or even c.S. On hit, it tumbles, allowing for oki at certain spacings with Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19

Performing a 6K kara cancel A 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, a good "all-in" option to close distance when spacing is not a primary concern.

  • Potemkin's lower hurtbox is significantly retracted on frame 3.
  • Potemkin is airborne on frame 3.

Mega Fist (Backward)

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
214P 50 High 25 7 6 +4 Airborne 3F, Below Chest 2F
2146K~P 80 High 25~27 7 12 -2 Airborne 3f, Below Chest 2f
Backward Mega Fist
Total: 37
Kara Cancelled Backward Mega Fist
Total: 44

Mega Fist (Backwards), or BMF, is a powerful defensive tool.

BMF's extremely short recovery The 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 rewarded whether the move hits or is blocked. For this reason, the move shines when used 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. The relative safety of BMF makes it an unusual but functional wake up The 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.

However, be careful not to overuse it. BMF can apply a Negative Penalty when used too many times.


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; this has additional properties that make it a different move entirely.

It deals 30 more damage, though it has slower startup The 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 recovery The 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 that allows for combo extensions. The slower recovery means there is no particular reward on grounded hit. On block, kBMF is still safe from punishes but is no longer at advantage like BMF.

There exists a version of kBMF that stabilizes combos by utilizing a just frame to reduce the distance the opponent travels. This is aptly named the Just Frame kara Back Mega Fist (JFkBMF). Additional information on JFkBMF can be found in the strategy section. Combos utilizing it can be found in the combo theory section under JFkBMF routing.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
214P 80% 3 Mid +8 1500 1000 300 100% 25% 150
2146K~P 80% 3 Mid +2 1500 1000 300 100% 25% 150

214P:

  • Lower hurtbox is significantly retracted on frame 2
  • Potemkin is airborne on frame 3
  • 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:

  • Inherits BMF's evasive startup (frame 2 hurtbox retraction, airborne frame 3)
  • kBMF has variable startup depending on what frame 6K was cancelled on
    • Only active frame 25 if special-cancelled from moves with a 6K gatling (e.g. 2P, 5K, c.S) allowing for a fully buffered cancel
    • Frame 26-27 otherwise

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 29 2 24 0 1 Hit Armor 5-28F
Total: 54
(NoteThe squares with a yellow underline indicate the move's Armored frames)

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 FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-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 zoning The act of denying the opponent the ability to approach, jump, or other movement options. and can also be useful when in a scramble An 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 armor A property which lets a move continue when hit by a set number of moves (usually taking reduced damage). starting on frame 5.
  • Hard Knockdown A 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.

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 2 26 -9 1 Hit Armor 5~61f
Hammer Fall Break N/A N/A 27
Point-Blank Hammer Fall (NoteThe squares with a yellow underline indicate the move's Armored frames)
Total: 45
Full-Screen Hammer Fall (NoteThe squares with a yellow underline indicate the move's Armored frames)
Total: 89
Hammer Fall Break
Total: 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 KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 or Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, 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 armor A property which lets a move continue when hit by a set number of moves (usually taking reduced damage). starting on frame 5.
  • The damage of the attack that hits the armor is reduced by 50%.
  • hard knockdown A 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 P 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 recovery The 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 cancel A 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!

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 18~36 4 19 -6 Projectile Reflection 4-[17~35F]
F.D.B. (Charged) 75 All 36 4 19 -6 Projectile Reflection 4~35F
Reflect Projectile 50 All 1 +11
Uncharged F.D.B.
Total: 42
Fully Charged F.D.B.
Total: 60
(NoteThe squares with a yellow underline indicate the move's Projectile Reflection frames)

A key part of Potemkin's arsenal for dealing with zoning The 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 EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] or a Faust Bomb.GGST Faust Bomb.pngGuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage-)

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 FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 as the input allows you to charge naturally.
  • Tumble with a hard knockdown A 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 S.
    • If held for the full duration the damage and tumble duration are both increased.
  • A natural frame trap An 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 6K(2 frames).
F.D.B. Reflectable Projectiles Table
Character Move
 A.B.A
  • N/A
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 (Follow-up bird projectile may still appear, but can also be reflected if needed.)
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
 Asuka R♯
  • N/A
 Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9
  • Soaring Chain StrikeGGST Axl Low 46S8.pngGuardAllStartup8Recovery34Advantage-11
  • Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]
  • Whistling WindGGST Axl Low 214K.pngGuardAllStartup17RecoveryTotal 52Advantage-4
 Baiken
  • Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 (Initial hit for the grounded version cannot be reflected.)
 Bedman?
  • call 4BAGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11 (Both the initial projectile and the error 6E follow-up.)
  • call 4B3GGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-12 (error 6E follow-up only.)
  • call 4B9 (Malfunction)GGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 (error 6E follow-up only.)

Note: For call 13CGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage-, the empowered error 6E follow-ups are not flickable.

 Bridget
  • Stop and Dash 236S / 236HGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 (Nullified, but the yo-yo remains behind for Bridget to use.)
  • Stop and Dash 214S / 214HGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~
 Chipp Zanuff
  • N/A
 Elphelt Valentine
  • Miss Charlotte 236S / 236HGGST Elphelt Valentine 236S.pngGuardAllStartup16RecoveryTotal 50Advantage-15 (Includes aerial version.)
  • Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air)
 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage- (Both the projectile and follow-up explosion.)
  • BombGGST Faust Bomb.pngGuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage- (Explosion only.)
  • MeteorsGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryAdvantage- (Meteor RNG can sometimes nullify your reflected projectile and/or potentially hit you anyway.) (Example 1 / Example 2)
 Giovanna
  • N/A
 Goldlewis Dickinson
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13 (The FDB Projectile will not destroy any additional incoming bullets, you may need to block afterwards.)
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- (With Security Level 3, the drone nullifies the FDB projectile and must be blocked afterwards.)
 Happy Chaos
  • N/A
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 (The note can survive the flick depending on height, you may need to block afterwards.)
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
  • Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 (Projectile can break on the minion and kill it.)
  • CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage-
 Johnny
  • Deal (Mid-Air)GGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage- (Follow-up projectile only, the card is destroyed.)
  • Mist FinerGGST Johnny 214(X).pngGuardStartup7RecoveryAdvantage- ('Turn Up' follow-up explosion only.)
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage-
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Aerial Stun Edge j.236S / j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-

Note: For Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, all empowered Stun Edge variations remain flickable

 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • Arisugawa Sparkle 214P / 214KGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
 Millia Rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
  • KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS)
 Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5
 Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11 (Nullifies it.)

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],GGST Faust 5D.pngGuardHighStartup28Recovery26Advantage-10 Leo's Kahn-Schild,GGST Leo Whitefang bt D.pngGuardAllStartup3Recovery18Advantage- or Zato-1's Drunkard Shade.GGST Zato-1 Drunkard Shade.pngGuardAllStartup9Recovery12Advantage-8

 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 / 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Both the projectile and follow-up explosion.)
  • OndoGGST Ramlethal Valentine 236K.pngGuardAllStartup31Recovery16Advantage+7
 Sin Kiske
  • N/A
 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Testament
  • Grave Reaper 236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 / 236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 (Follow-up projectile only, includes aerial version.)
  • Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Drills can continue to appear underneath you after a successful reflect, you may need to block afterwards.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 62

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 okizeme From 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 meaty Hitting 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 FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-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 DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. safe setups. This typically means the DP and Garuda will clash, but 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 knockdown A 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.


In Guard Crush state, you can only block, Deflect Shield or Psych Burst, but it is not a blocking animation in and of itself, so you can be hit during it if you release the block input.

Unlike blockstun, there is no 5 frame throw invincibility after recovering from a Guard Crush. Properly timed throws are capable of connecting as soon as the Guard Crush animation ends.

As it does not provide Absolute Guard, it is possible to be hit by gapless crossups during Guard Crush, though this is not important to Potemkin.

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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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% Large Stagger +25 2500 2000 700 80% 50% 150
  • Guard Crush duration: 53F
  • Deals 295 wall damage on block.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 59F (1-51F hitstun, 52-59F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (55F and 59F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (64F and 69F respectively)
  • Opponents can be thrown while staggered, allowing comboing into throws. During the 'can only block' stage at the end of stagger, the opponent cannot jump to escape throws, meaning there is more time to combo into throws than strikes.
  • Stagger does not gain 1 addition hitstun on crouching hit, unlike other attacks.

Heat Tackle

41236H

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 12 20 36 -37 1 Hit Armor 12-31F
Total: 67

Potemkin engages his gauntlets' thrusters and soars in the air to bring his opponent down to earth. With fast startup, armor, enormous hitbox, far reach, hard knockdown and corner carry, this move is a Zeppian army knife. However, this knife has a double edge to it: the move is unsafe on block and comes with a lengthy recovery, making it high risk with an equally high reward.

  • Whiffs on crouching opponents further than close range.
  • Armor alongside the large active hitbox makes countering Potemkin while he's airborne difficult, if not impossible for most characters.
  • Excellent neutral callout for jump-ins and air-stalling moves.
  • Fast startup allows for both reliable meterless confirms off of most buttons (even those not normally confirmable like 2P) and countering slow ground and air moves.
  • Causes a hard knockdown A 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, with following okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. depending at which point of the trajectory the move has landed.
  • Provides corner carry and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. opportunities when used as a combo ender.
  • On okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., properly timed Heat Tackle counters mashing, DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s (except for StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28) and backdashes, making it a risky, but worthwhile meaty Hitting 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. callout.
  • Generally unsafe on ground or close to mid range air block, especially with Faultless Defense, and heavily punishable on whiff.

An overview of Heat Tackle okizeme can be viewed on his Strategy Page.


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
190 Air Throw 12+0 15 16 N/A 1-12F Full
Total: 42

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.
    • Acts as a metered pseudo-reversal if the move is Roman Canceled during the startup frames.

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 or Wild Assault 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. This can be used as a grounded 'pseudo-reversal' - the invincibility frames on startup will persist until the Roman Cancel, allowing you to dodge meaty attacks and strike back with a Potemkin Buster if timed well, making it a valuable defensive option.
  • 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.

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
Strike
Total: 32
Barrier (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
Total: 32

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 startup The 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 knockdown A 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
Character Move
 A.B.A
  • Keeper of the Key

Note: For Jealous Rage, the empowered version of this super hits multiple times. Each hit can still be nullified, but only as long as it touches the barrier.

 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
 Asuka R♯
  • High Compression Submicron Particle Sphere 632146P / 632146KGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47]

Note: For ChantGGST Asuka 236X.pngGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage-, any spell that would be destroyed via damage is blocked

 Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9
  • Soaring Chain StrikeGGST Axl Low 46S8.pngGuardAllStartup8Recovery34Advantage-11
  • Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]
  • Whistling WindGGST Axl Low 214K.pngGuardAllStartup17RecoveryTotal 52Advantage-4
  • Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 (Follow-up hit only.)
 Baiken
  • Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 (Initial hit for the grounded version is not nullified.)
 Bedman?
  • call 4BAGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11 (Both the initial projectile and the error 6E follow-up.)
  • call 4B3GGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-12 (error 6E follow-up only.)
  • call 4B9 (Malfunction)GGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 (error 6E follow-up only.)

Note: For call 13CGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage-, all empowered projectiles are also blockable

 Bridget
  • Stop and Dash 236S / 236HGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 (Nullified, but the yo-yo remains behind for Bridget to use.)
  • Stop and Dash 214S / 214HGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~
  • Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16
 Chipp Zanuff
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-

Note: These moves aren't technically blocked, but they are both destroyed via damage.

 Elphelt Valentine
  • Miss Charlotte 236S / 236HGGST Elphelt Valentine 236S.pngGuardAllStartup16RecoveryTotal 50Advantage-15 (Includes aerial version.)
  • Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air)
 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage- (Both the projectile and follow-up explosion.)
  • BombGGST Faust Bomb.pngGuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage- (Explosion only.)
  • MeteorsGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryAdvantage-
 Giovanna

N/A

 Goldlewis Dickinson
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage-
 Happy Chaos

N/A

 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9
  • Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 (Follow-up explosion only.)
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
  • Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 (Highly likely to hit you anyway)

Note: The barrier will physically hit and destroy any servant that touches it, effectively blocking attempts from Jack-O' to use them as projectiles

 Johnny
  • Deal (Mid-Air)GGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage- (Follow-up projectile only, the card is destroyed.)
  • Mist FinerGGST Johnny 214(X).pngGuardStartup7RecoveryAdvantage- ('Turn Up' follow-up explosion only.)
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage-
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Aerial Stun Edge j.236S / j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
  • Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26]

Note: For Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, all empowered projectiles are also blockable

 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • Arisugawa Sparkle 214P / 214KGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
 Millia Rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
  • Septum VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8
 Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5
 Potemkin

N/A

 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 / 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Both the projectile and follow-up explosion.)
  • OndoGGST Ramlethal Valentine 236K.pngGuardAllStartup31Recovery16Advantage+7
 Sin Kiske

N/A

 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Testament
  • Grave Reaper 236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 / 236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 (Follow-up projectile only, includes aerial version.)
  • Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Any drill that touches the barrier is nullified, but drills will continue to appear.)
  • Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3

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 VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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 Canceled 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

GGST Potemkin color 1.png
GGST Potemkin color 2.png
GGST Potemkin color 3.png
GGST Potemkin color 4.png
GGST Potemkin color 5.png
GGST Potemkin color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Potemkin color 7.png
GGST Potemkin color 8.png
GGST Potemkin color 9.png
GGST Potemkin color 10.png
GGST Potemkin color 11.png
GGST Potemkin color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Potemkin color 13.png
GGST Potemkin color 14.png
GGST Potemkin color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Potemkin/Data.
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