GGST/Potemkin/Starter

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< GGST‎ | Potemkin



Gameplan
Gameplan
The big body grappler of Guilty Gear. Patiently make your way in, get a knockdown, then mix up the opponent with big damage strikes and the famous Potemkin Buster.
Key Moves
Key Moves

Normals

  • c.SGGST Potemkin c.S.pngGuardAllStartup8Recovery11Advantage+4 - Pressure button and primary strike option after a knockdown.
  • f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 - Poke that can catch people both running or airdashing in.
  • 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11 - Very far range poke.
  • 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 - Poke that doesn't get low profiled and gives a hard knockdown on hit.
  • 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15 - Anti-air.
  • 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1 - Less committal anti-air.


Specials

  • 632146PGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- ([[..#Potemkin Buster|Potemkin Buster]]) - The reason to play Pot. Big damage and makes them want to do anything but block.
  • 236PGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 ([[..#Mega Fist|Mega Fist]]) - Goes over other character's pokes.
  • 236SGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 ([[..#Slide Head|Slide Head]]) - Get a knockdown on people trying to use single big hits from afar.
  • [4]6HGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 ([[..#Hammer Fall|Hammer Fall]]) - High risk move to armor through single big hits in neutral or defense. Also used to approach opponents while they are knocked down.
Combos
Combos

Potemkin's Bread and Butter A staple combo that is relatively simple and effective. combos are pretty simple but can do a lot of damage in the corner. Included are Combo Recipe IDs to help practice the combo and followup 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. timing.

Combo Notes Recipe ID
c.S > 2H > 214H General purpose midscreen combo without meter or counterhit. 98136 (PC)
c.S > 2H > 236P > 5K > 6H > [4]6H > 6H Used in the corner for big damage. Due to how wall damage works you may get a wall stick at different points in the combo. Use 6H to send them through the wall. 98137 (PC)
2K/5K > 2D Low into a hard knockdown. Often used after they block Garuda or sometimes in neutral or on defense. 98138 (PC)

Hammerfall Braking

After every combo you want to use Hammerfall to approach the opponent while they are knocked down, then brake when close. In order to do this you must hold back or downback while performing the last hit of a combo. Then as soon as you recover from your move, start the Hammerfall. Press P when close to brake. Then press your attack of choice when they wake up (usually c.S or Potemkin Buster).

Note: Not all knockdowns are equal. You may not be able to Hammerfall in all the way safely. This is the case after Potemkin Buster, Heat Knuckle and far range Slideheads.
Offense
Offense

Once you score a knockdown it's time to put your opponent in the mix. Your main options are:

  • Strike 'em - Primarily with c.S. On hit you go into your BnB combo. On block you can follow up with a frametrap (2S, 2H or 2D) or tick throw them with Potemkin Buster.
  • Throw 'em - If they're scared and blocking then scoop 'em up with Potemkin Buster.

At further ranges, especially if the opponent is using Faultless Defense then you can use a kara cancelled Potemkin Buster (kPB). You do not need to master this right away however you will want to start practicing and improving your consistency over time. See Kara Cancels with 6K for more information.

Neutral
Neutral

Potemkin generally wants to play very patiently, moving forward slowly and using his large normals to control space. Occasionally you can bust out an advancing special to surprise the opponent and get in.

Walk 'n Block

Your primary way to move around the screen without putting yourself at risk. Get used to just walking forward then blocking. You can also jump forward and block in the air to go over horizontal moves.

Control Space with Big Moves

Use Potemkin's long range normals to control space: f.S, 5H, 2D. Against fast characters be careful of whiffing.

Specials In Neutral

Potemkin's specials are high risk ways of getting in on the opponent. However be careful as Mega Fist, Heat Tackle, and Hammerfall are punishable on block and Slidehead is easily whiff punished if the opponent jumps over it.
Defense
Defense

On defense you will need to be very patient and look for a good opportunity to turn around the situation.

  • Block - You will be blocking a lot. Look for moments when they end their blockstring to take your turn. If they keep running back in or looping specific moves then you will have to interrupt them.
  • Block More (With 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.) - Use FD to help build some space and avoid chip damage.
  • Jump - If you expect a throw then you can jump it and get a punish. Less risky than other options as you can block in the air.
  • Backwards Mega Fist - Good when the opponent tries to throw or to go over certain moves. The backwards version is plus on block so you can take your turn after.
  • Mash - Potemkin's 5P is your fastest mash. It won't hit low profile moves but functions well as an anti-air and to interrupt some characters' pressure. However, the only way to get a good knockdown from it is to confirm into a kara Heat Tackle, which can be extremely difficult. 2K hits further away and combos into 2D. Hammerfall can be used in gaps where 5P can be used but is terrible on block.
Meter Usage
Meter Usage

Potemkin has a lot of good uses for meter. Some strong uses are:

  • Mega Fist / Hammerfall RC - An easy way to force your way in.
  • Potemkin Buster PRC - If you whiff a PB then you can use meter to save yourself and potentially catch the opponent in a jump or backdash.
  • Combo Extensions - Most of the time you can use a Red RC into 2S > 2H > Garuda. For more advanced uses see the Combo page for more information.
  • Yellow RC - Can be used while blocking to turn around the situation and force your opponent into a mix. Either hit them or grab them just like after a knockdown.
  • Heavenly Potemkin Buster - Is the opponent jumping a lot? Take 'em for a ride.
Further Learning
Further Learning

Check out the Potemkin Strategy for more advanced information. After getting comfortable with the basic gameplan you can learn look into learning concepts such as:

External Resources:


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