Overview
Potemkin is Guilty Gear's resident grappler, made of large attacks, big damage, and huge throws, including his signature Potemkin Buster. As a tank, Potemkin is very slow, being unable to run or air dash. In exchange, he's given an unusually long invincibility window on his backdash, the highest health in the game, and high corner pressure potential.
His strategy revolves around finding ways to get his opponent to make mistakes, and go for big punishes. He has a useful array of big pokes like 5H and anti-airs such as Heat Knuckle, and Mega Fist lets him choose his distances a bit more easily. He also gets the jumping I.C.P.M, which can be used for unexpected mobility.
Potemkin still traditionally struggles against characters who can stay out of range, but he has some answers to them. Slide Head is a fullscreen shockwave that knocks opponents down, and F.D.B. lets him knock projectiles back at the opponent. He also gets Hammer Fall, which lets him quickly close the distance. While these tools are indeed powerful, they still have weak spots, so simply just moving forward can be quite an uphill battle for Potemkin. If you can get past his lumbering neutral experience, you'll be plowing over opponents with Potemkin's high durability and terrifying pressure.
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Defense |
x0.94 |
Guts Rating |
3 |
Weight |
[94] Super Heavy |
Stun Resistance |
80 |
Prejump |
5F |
Backdash |
21F (1~20F invuln) |
Wakeup Timing |
24F (Face Up)/ 22F (Face Down) |
Unique Movement Options |
No Run Hammer Fall I.C.P.M |
Fastest Attack |
5P (5F) |
Reversals |
632146H (9+8F) |
Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punishes their reaction or lack thereof.
- Potemkin Buster: The command grab that defines Potemkin. Blazing fast with huge range and damage, it lends itself well for use on offense and on defence when combined with universal mechanics and his great backdash.
- Powerful Backdash: A contender for the best backdash. A very good tool to get out of pressure situations due to being fully invincible until its final frame.
- Obscene Corner Damage: Some of the highest damaging conversions in the game off corner hits or Potemkin Buster.
- High Stun Potential: A number of Potemkin's combos use normals with high stun modifiers, making a stun a big threat. His Giganter Kai super also has a huge stun modifier, giving him combos that stun from one touch.
- Massive Stamina: The highest effective health in the game. Potemkin has a defense modifier of 0.93. He also has the highest stun resistance in the entire game, making him borderline impossible to stun.
- Unique Antizoning Options: F.D.B. and Slidehead allow Potemkin to deal with zoning.
- Corner Reliant: His midscreen pressure suffers from not having strong ways to discourage Fuzzy JumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.s and he lacks damage without the corner. Additionally, he lacks stable ways of pushing the opponent into the corner.
- Slow: Potemkin cannot run or airdash, and has 5f jump startup. This makes approaching the opponent difficult and linear, and Hammerfall is not a suitable replacement for these shortcomings.
- Weak to Zoning: While he has F.D.B. and Slidehead, Potemkin still struggles to deal with matchups where his opponent would rather stay out of his range.
- Large: Big hurtbox that makes him more susceptible to instant overheads, F-shikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, and character specific combos.
Normal Moves
5P
Jab. While this is your fastest normal, the punching animation is very high, causing it to whiff on crouchers. Because of this, 5P is mostly reserved for anti airing rather than abare and other typically standard 5P things.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
- can whiff cancel into 5P,2P,5K,2K from frame 8
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 |
---|---|---|---|---|---|---|
22 | Low | 10 | 9 | 9 | -4 |
Low normal that works best as an okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool due to its high number of active frames making it very easy to hit meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. Also great for catching backdashes!
Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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 |
---|---|---|---|---|---|---|
40 | Mid | 8 | 3 | 11 | -1 |
A quick, close range jump cancellable normal that sees most use as combo or blockstring filler due to its good gatlings and jump cancel.
Gatling Options: 6K, f.S, 2S, 5H, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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 |
---|---|---|---|---|---|---|
36 | Mid | 11 | 7 | 18 | -11 |
5H's higher hitting brother, f.S is a long-range poke with a slight upward angle. Excellent at swatting IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s and distant air approaches as well as controlling the ground in front of you, even if the reward isn't always high on hit.
Beware low profile moves such as Sol's Grand Viper
Guard:
Lowx2~6,
Midx3Startup:
17Recovery:
37+10 after landingAdvantage:
-56, which will zoom under f.S and punish you.
Gatling Options: 2S, 5H, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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 |
---|---|---|---|---|---|---|
55 | Mid | 15 | 7 | 16 | -4 |
One of Potemkin's best pokes. It is huge, has solid and easy reward on counterhit at most ranges, and is mostly safe on block at -4. Has a lower hitbox than f.S, so it's not recommended to prevent air approaches in the same manner. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with HammerfallGuard:
MidStartup:
18[31]Recovery:
33Advantage:
-16.
Close hit combos directly into Hammerfall. On CH you can follow up with Hammerfall from any range, though if 5H catches an extended hurtbox it can fail to combo.
Similar to f.S, this move is susceptible to low profiles. Don't get too predictable!
Gatling Options: 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
5D
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 | 27 | 2(2)2(2)2 | 8 | +1 |
Universal overhead. Punish tool, combo tool, and occasional surprise mixup tool.
5D has incredible reward when you can land it. A simple homing dash combo in the corner will deal extreme damage, and a homing jump that ends with I.C.P.MGuard:
MidStartup:
13Recovery:
29Advantage:
has a great deal of corner carry.
Much like other 5Ds, it's fairly difficult to use in pressure due to its slow startup, obvious animation, and orange glow. However, its high reward on hit make it worth trying occasionally.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 4 | 20 | 20 |
- Maximum 1 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 | Mid | 11 | 7 | 19 | -9 | 1~4F Upper body 5~12F Above Knees |
Potemkin's go-to anti-air. It has impressive upper-body invulnerability and a sizable hitbox, which is important because it's really only any good when it counter hits. A normal hit will lead to pretty much nothing, except for a very close hit where you can link 5P into Heat KnuckleGuard:
Unblockable Hit GrabStartup:
12Recovery:
21Advantage:
+14. On counter hit, you can combo into Heat knuckle at most ranges or an air series into I.C.P.MGuard:
MidStartup:
13Recovery:
29Advantage:
at certain ranges
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 5 |
- float opponent on hit, normal hit untechable for 30f, counter hit untechable for 39f
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 |
---|---|---|---|---|---|---|
40 | Mid | 16 | 8 | 20 | -9 |
An integral forward advancing normal, both in pressure and in corner combos.
Since it clears lot of space in a short amount of time, this can be used to stick to your opponent in blockstrings. On normal block, cancelling to FlickGuard:
MidStartup:
19Recovery:
12Advantage:
+2 leaves a 1f gap, cancelling to HammerfallGuard:
MidStartup:
18[31]Recovery:
33Advantage:
-16 true strings but a slight delay will leave a gap, and cancelling to Hammerfall Brake will leave Potemkin at +2! When combining all these options, 6K becomes a formidable threat as a pressure tool as it becomes a prime point to tick throw, reset pressure, or do a devastating frametrap. A savvy defender will look to instant block this move, as it takes most of the sting out of it on block by making the special cancel gaps larger and making it minus if cancelled to Hammerfall Brake. They may also use FD to push you out to make 6K whiff if you're not careful with your blockstrings
In the corner, 6K works excellent as a frametrap to catch jumps as on air hit it causes a long enough wallsplat to loop into itself through [6K > Hammerfall Brake]xN. These loops are a staple combo filler in the corner due to their very high damage.
- Staggers on counterhit
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
- Blows opponent away on airhit
- Wallstick(normal hit 36F/counter hit 72F)
- Ground counter hit staggers opponent. max: 29F
- Stagger recovery lv 1/2/3/max: 20/17/14/14F
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 |
---|---|---|---|---|---|---|
80 | Mid | 23 | 5 | 30 | -16 |
Potemkin's longest reaching normal, and his most damaging, but not suited to standard poking due to its slow startup. Instead, it can be seen as combo filler or as a situational combo starter.
Midscreen, there is no meterless followup on normal or counter hit, but they are launched a far distance towards the corner. Closer to the corner, 6H's value as a combo starter drastically increases. In the corner, a slightly spaced normal hit 6H has meterless followups on a majority of the cast that leads to dealing 50%, and a counterhit 6H will lead to a practical, meterless TOD on half the cast from slightly closer than round start spacing between characters. As a result, 6H is most commonly used to fish for counterhits, as punish against incredibly unsafe moves, or on stunned opponents.
- On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
- Blows opponent away on hit(knockdown)
- Counter hit roll for 82F
- Stun value: 120
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 |
---|---|---|---|---|---|---|
12 | Mid | 6 | 4 | 6 | ±0 |
2P is a great normal that does just about everything you could ask of a P normal, except anti air.
It has amazing range that reaches at round start, and is only 6f StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame., making it a great abare tool when BusterGuard:
Ground Throw: 308000Startup:
3Recovery:
Total 40Advantage:
+62 doesn't work, and it has a short total duration and good active frames making it a good low-commitment poke. It also has great gatlings making it a good pressure starter as well as being able to combo into 5K and 2K at close range, but they can whiff at max range.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
- can be self-canceled into 2P from frame 14
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 |
---|---|---|---|---|---|---|
16 | Low | 7 | 4 | 14 | -6 |
2K is a simple normal. It is faster than 5K and better range, making it more desirable in neutral and pressure while 5K remains preferable for oki. It has good gatlings, but it only combos into c.S, f.S, and 2D.
Gatling Options: 6K, c.S, f.S, 2S, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 6 | 7 |
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 |
---|---|---|---|---|---|---|
36 | Mid | 14 | 3 | 20 | -6 |
2S is a fairly large button that sees use in pressure and in neutral as a poke.
Lots of normals gatling into this, and it staggers on counterhit, making it a good frametrap tool. When combined with its 6K gatling, 2S being 0 on block when cancelled to Hammerfall Brake turns it into a solid point to tick throw, reset pressure, and frametrap from. Though it has less range than f.S and 5H, it can also be used as a poke as it gatlings to 2D for a simple knockdown at all ranges
Gatling Options: 6K, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
- stagger opponent on CH. Max Duration 29f
- Stagger recovery lv 1/2/3/max: 21/18/14/14F
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 |
---|---|---|---|---|---|---|
60 | Mid | 13 | 5 | 35 | -21 |
2H is a slow but high reaching normal with short horizontal range. One of Potemkin's best counterhit starters, and decent at anti airing too.
As an anti-air, this normal is not recommended over 6P as it has no upper body invuln with similar startup, but is still usable on prediction. Its high vertical reach makes it best used on hard reading an air approach, or to hit someone high in the sky
On hit, 2H combos into an air series using HammerfallGuard:
MidStartup:
18[31]Recovery:
33Advantage:
-16 Brake. On counter hit, the victim is unable to tech at all, leading to big damage and corner carry, or even a stun with Giganter KaiGuard:
MidStartup:
9+8Recovery:
Total 50Advantage:
±0. When combined with Hammerfall Brake making 2H +2 on block, this normal becomes a dangerous threat when applied properly.
Gatling Options: 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
- Floats opponent on hit
- Normal hit untechable for 30f, Counter hit knockdown.
- Stun value: 82
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 |
---|---|---|---|---|---|---|
35 | Low | 12 | 5 | 14 | -2 |
Complimentary low poke to 2K and key grounded knockdown button with massive range.
Most grounded combos will end in this normal as it gives a safejump on hit, or just a normal meaty. In pressure, 2D's lack of cancel options means that it ends your pressure on block, but it's nigh unpunishable at only -2 with decent pushback. It can also be used on oki when you're too far away for 5K but it's better to use a normal with special cancels, like f.S, to continue pressure.
Thanks to its raised hurtbox, 2D can also be used as an effective counterpoke against lows that have thin, low to the ground hitboxes like Ky's 2DGuard:
LowStartup:
7Recovery:
12Advantage:
-10 and Slayer's 2KGuard:
LowStartup:
6Recovery:
8Advantage:
+4
- Cannot be special cancelled
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
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 |
---|---|---|---|---|---|---|
18 | High / Air | 7 | 6 | 6 |
A quick elbow jab. Gatlings into all air normals including itself. Combined with its good hitbox and speed, j.P is an ideal air-to-air and rising anti-air normal. On block, keep pressing it until you both land and you can start pressure.
Potemkin's hurtbox shrinks a little when using this normal, but it's not something to rely on.
Gatling Options: j.P, j.K, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
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 |
---|---|---|---|---|---|---|
24 | High / Air | 10 | 8 | 13 |
Potemkin's only jump cancellable air normal. Useful in air combos as it gatlings to j.S as well as comboing into I.C.P.MGuard:
MidStartup:
13Recovery:
29Advantage:
at low hitstun decay, but is otherwise unremarkable.
Gatling Options: j.P, j.S
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
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 |
---|---|---|---|---|---|---|
36 | High / Air | 13 | 6 | 23 |
Probably Potemkin's best air normal. Most of the time you'll be pressing this when you jump, as it has a great hitbox for covering space. It reaches far in front of and below Potemkin, so it is great for safejumps, general jump-ins, and air-to-airs.
As it gatlings into j.P and j.H, you can do silly tick throws with j.P and double overheads with j.H if j.S connects high enough
- Staggers on grounded counterhit
Gatling Options: j.P, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
- Staggers opponent on ground counter hit. Max duration 29f
- Stagger recovery lv 1/2/3/max: 23/20/17/14F
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 |
---|---|---|---|---|---|---|
45 | High / Air | 12 | 6 | 16 |
The classic grappler body splash. Much like other body splashes, this hits both in front of and behind Potemkin. j.H serves mostly the same purposes as j.S, at the cost of slightly more pushback on block.
Combos into I.C.P.MGuard:
MidStartup:
13Recovery:
29Advantage:
at certain heights, so a successful air-to-air with j.S or j.P can be highly rewarding even if the conversion can be a little finicky.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
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 Grounded | 9 After Landing |
The Pot Butt. Stalls him for a moment mid-air before rapidly falling to the ground.
Though his extended arms widen his hurtbox, j.D is fully disjointed at the base. Ground bounces on counterhit, but it is extremely rare to get a meaningful conversion from this.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
- in counter hit state on recovery
- Knocks down opponent on hit.
- Ground Bounce on counterhit
Universal Mechanics
Ground Throw
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 |
---|---|---|---|---|---|---|
0,60 | Ground Throw: 96250 | 1 | +37 |
Potemkin's standard throw. This is used nearly exclusively as a defensive tool as it's 0f and gives oki on connect, and Potemkin Buster already exists if you want an offensive throw.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0 | NA | 6,0 |
- Stun value: 30
Air Throw
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 |
---|---|---|---|---|---|---|
0,70 | Air Throw: 201250 | 1 |
The air equivalent to ground throw. Works as an anti-air occasionally when 6P and other anti air normals might fail. Always grants oki on connect
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0 | NA | 6,0 |
- Stun value: 35
Dead Angle Attack
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 |
---|---|---|---|---|---|---|
35 | All | 13 | 5 | 18 | -9 | 1~17 Full 18~32 Throw |
Pretty generic mid hitting DA that uses the animation of 5D. Has a deadzone point blank, and can be 6P'd due to the extended hurtbox
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 50% | 2 | 10 | 7 |
- Blows opponent away on hit + wall bounce
- CH recovery state
Blitz Attack
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 |
---|---|---|---|---|---|---|---|
Blitz Attack | 50 | Mid | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz |
Blitz Attack Max Charge | 50 | Mid | 50+13 | 3 | 20 | +5 | 1~50: Blitz |
Universal Blitz Attack.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blitz Attack | Initial: 55% | 1 | ||||||||||||||||||||||||||||||||||||||
Blitz Attack Max Charge | 4 |
Blitz:
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
- Crumples opponent on ground CH (79F)
[Blitz]:
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
- Crumples opponent on ground hit
Special Moves
Heat Knuckle
623H
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 |
---|---|---|---|---|---|---|---|
623H | 0,15×2,40 | Unblockable Hit Grab | 12 | 2 | 21 | +14 | |
Heat Knuckle > 63214H | 90 | +53 |
Potemkin's ground-to-air hitgrab. At first glance, Heat Knuckle appears to be a decent anti-air, but its true purpose lies in preventing opponents from jumping out of pressure. On hit, it blows them away and they can air tech.
As Heat Knuckle is an unblockable strike, it can be blitz shielded. This is important to know both as and against Potemkin, since it can make jumping out safer to Heat Knuckle. That won't always save you, though...Guard:
UnblockableStartup:
10+1Recovery:
10Advantage:
+56
- At low hitstun decay, Heat Knuckle combos into itself once in the corner for massive meter build.
- Heat Knuckle > 63214H
Heat Extend is the followup to Heat Knuckle that tacks on a chunk of damage and send the victim full screen in a hard knockdown.
Since Heat Knuckle never knocks down, there's no reason not to use Extend save for those few instances where double Heat Knuckle is possible.
- At high hitstun decay, Heat Extend allows them to air tech and should be avoided as a combo ender in those long combos.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623H | 0,4×3 | NA | 8,6×3 | |||||||||||||||||||||||||||||||||||||
Heat Knuckle > 63214H | 4 | NA | 6 |
623H:
- Frame Adv listed is on hit
Heat Knuckle > 63214H:
- Frame Adv listed is on hit
Megafist
236P or 214P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236P | 50 | High / Air | 24 | 8 | 8 | -4 | 1~39 Lower Body |
214P | 50 | High / Air | 25 | 9 | 6 | +4 | 1~39 Lower Body |
Potemkin leaps forward or backward with a heavy double-punch. Though he isn't airborne immediately, he does get some lower body invulnerability from frame 1 which persists all the way into Megafist's recovery.
Forward Megafist is a good neutral tool that can jump over many normals, particularly low pokes, with a good hitbox that's hard to contest. Unfortunately, it's held back by being minus on hit, which is punishable with a throw if spaced poorly. However, this doesn't mean you can't use Forward Megafist in pressure: properly spaced, it is good way to advance and nullify FD's pushback, or to work around otherwise-guaranteed punishes after they IB a normal. YRC can also help circumvent its poor reward - hopping over a normal with Forward Megafist, then using YRC while midair will allow Potemkin to punish with an air normal and convert into a knockdown.
Forward Megafist is a very strong option during Danger Time, since it's a fairly quick and evasive overhead that converts into 5D on mortal counter
- Air hit causes a hard knockdown
Backwards Megafist is the defensive variant of Megafist, as it moves backwards in exchange for much better frame data and a stagger on counterhit.
Combined with IB and other universal mechanics, Back Megafist can be a powerful defensive tool to get out of pressure against strings into low hitbox normals, such as gatlings into Faust's 2H
Guard:
LowStartup:
14Recovery:
25Advantage:
-8. Back Megafist can also discourage resetting pressure, as an attacker may find themself running into its hitbox while Potemkin disengages
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236P | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
214P | 4 | 20 | 6 |
236P:
- 3F onwards Airborne
214P:
- 5F onwards Airborne
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 |
---|---|---|---|---|---|---|
40[0] | Low[Unblockable] | 25[29] | 2[1] | Total 54 | -11 | 1-16 Above Knees |
Slide Head is one of Potemkin's two primary anti-zoning tools, the other being F.D.B.Guard:
MidStartup:
19Recovery:
12Advantage:
+2
This attack actually has two stages. The first is a standard attack that hits low with an extra long hard knockdown on hit. Once he lands, the second part of the move is a fullscreen unblockable projectile on the ground. If the opponent is grounded and not invincible, they will be knocked down for a similarly long hard knockdown. This long knockdown allows Potemkin to link an IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. I.C.P.MGuard:
MidStartup:
13Recovery:
29Advantage:
or HammerfallGuard:
MidStartup:
18[31]Recovery:
33Advantage:
-16 up close for a normal meaty.
Slide Head can also be timed so that the shockwave hits meaty. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. In the corner, this can be converted into an IAS I.C.P.M, or an RRC can convert into 6K loops, but anywhere else there is little reason to do this as a weak OTG hit is the only followup
Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (I-No,
Ramlethal,
Dizzy,
Johnny, and more). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status. As well as this, some characters have animations that inexplicably avoid the shockwave, such as
Sol's slide when he stops running.
Slide Head has some upper body invincibility as it starts up. This window of upper body invincibility is also active during the YRC window so there is value in using Slide Head as a gimmicky anti-air against air dashes, where an air normal may whiff and you can YRC and punish that whiff. As well as this, the upper body invincibility can be used to make a fireball or mid-hitting poke whiff over you, but all of these "tricks" are unreliable
- Doing I.C.P.M as an OTG hit after slidehead causes a significantly faster wakeup than the usual time after I.C.P.M, so be prepared
- If the first, low hitting part of the attack connects at all, the unblockable projectile will not occur
- There is a window in which Potemkin can hit the ground and create the shockwave effects, but then YRC before the actual shockwave occurs. Essentially useless, save the meter
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4[4] | 20 [NA] | 6 |
- [ ] Indicates when opponent is not near Potemkin. Slidehead shockwave is considered a projectile and can be blitzed and flicked back by potemkin
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 |
---|---|---|---|---|---|---|---|
[4]6H | 60 | Mid | 18[31] | 2 | 33 | -16 | 1~Super Armor |
Hammer Fall > P | Total 15 |
Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, attacking only once he's in range of the opponent.
Potemkin can travel about 3/4 of a screen length like this, and the attack only goes active if the opponent is in range to be hit by it (though, if they're moving at the time, the actual attack portion's startup may still cause it to miss). While traveling forward, Potemkin has a single hit of super armor, which will absorb any attack besides Overdrives for half damage and keep on truckin'.
Since it's very punishable on block, you should be really careful throwing this move out without meter to RC it. Also has some utility in combos, as it floats on hit, with long untechable time on counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting P during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you to, for example:
- Absorb the hit of an obvious attack with long recovery, Brake, and punish.
- Cancel into Hammerfall during a block string, stop early, and tick grab/punish escape/continue pressure.
- Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[4]6H | 4 | 20 | 6 | |||||||||||||||||||||||||||||||||||||
Hammer Fall > P |
[4]6H:
- [ ] Indicates slowest
- 30 frames charge required
- can be cancelled to Hammer Fall Brake after first frame
Hammer Fall > P:
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 |
---|---|---|---|---|---|---|---|
63214S | 40 | Mid | 19 | 3 | 12 | +2 | 4~18 Reflect |
63214[S] | 40 | Mid | 19~36 | 3 | 12 | +2 | 4~9 Reflect 1~9 after release Reflect |
Reflect Projectile | 16 | All | 2 | 150 | Total 22 | 1~22 Strike |
Also known as "Flick". Potemkin kneels down and props his arm up, storing up energy and unleashing it with a quick flick. The flick itself has a massive hitbox, much larger than its animation suggests, and can stagger opponents on hit or keep you safe on block. Its fast startup creates opportunities for combos on the ground, especially after 6K.
- You can hold button to delay flick.
- Reflecting
While F.D.B. is starting up (frames 4~18), if a projectile attack hits Potemkin, he'll reflect it back with the flick as a screen-filling wave of explosions. This wave eats up other projectiles it meets, and if it hits the opponent on the ground, will cause them to stagger (on air hit they just get floated a bit, but the untech time is still decent). This instant flick also makes Potemkin recovers significantly faster, allowing him to capitalize on this new pressure he's created.
- If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
- The strength of the relfected projectile is high enough that it will usually erase any other projectile on contact.
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Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
63214S | 3 | 14 | 6 | |||||||||||||||||||||||||||||||||||||
63214[S] | 3 | 14 | 6 | |||||||||||||||||||||||||||||||||||||
Reflect Projectile | 2 | 10 | 7 |
63214S:
- If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.
63214[S]:
- If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.
- Attack starts up 10F after button release
Reflect Projectile:
- Projectile will destroy other normal projectiles on contact
- Air hit is untechable
- Ground hit causes short stagger
Potemkin Buster
632146P
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 |
---|---|---|---|---|---|---|
0,150,0 | Ground Throw: 308000 | 3 | Total 40 | +62 | 1~2 Throw 3~5 All |
Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. Deals high damage, has surprisingly long reach and incredibly fast startup.
Potemkin can even leverage his incredible backdash invuln and pair it with that of Potemkin Buster's to slip through blockstrings and punish moves that are normally active enough to beat backdashes.
With meter, Potemkin can combo via RCing as he throws the opponent away, jumping forward and hitting j.H late, then following up on the ground with something like c.S > f.S > Heat Knuckle, or a 6K loop if in the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 50% | 0 | NA | 6,0,15 |
- Stun value: 70
Trishula
214K
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 |
---|---|---|---|---|---|---|
48 | Mid | 25 | 15 | 18 | -6 | 1~39 Above Knees |
Potemkin hunkers down before exploding in a pillar of fire. Combo tool and situational anti-air.
Has high vertical reach, far past what the animation suggests, but almost none horizontally. Trishula launches the opponent on hit and also pulls them slightly inward, with time to air combousually with superjump j.P > j.K > j.S > ICPM. Scoring a counter hit near the corner grants 6H combos.
Absorbs projectiles while starting up, and has upper body invulnerability to boot, but is mostly used as combo tool or to catch really obvious air approaches.
- Potemkin is in counter hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 80% | 2 | 10 | 7 |
- In counter hit state for the recovery
I.C.P.M
j.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 |
---|---|---|---|---|---|---|
0,60 | Mid | 13 | Until Landing | 29 |
Potemkin propels himself through the air in an arc, leaving smoke in his wake. The move is active until Potemkin hits the ground. If he hits his opponent, they're pinned to his Pickelhaube and are dragged to the ground with him. If he misses, he sticks in the ground himself and is stuck there briefly before recovering, very unsafe on block/whiff.
- If YRC'd during the start of the launch, Potemkin is launched across the stage extremely fast and remains completely actionable which can lead to some silly setups or some unexpected movement/mixups
- Potemkin can RRC when he has pinned his opponent and combo afterwards.
Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing:
Advantage Table | |
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20F | ![]() |
22F | ![]() |
23F | ![]() ![]() ![]() |
24F | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
25F | ![]() ![]() |
26F | ![]() |
27F | ![]() |
29F | ![]() ![]() |
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 7,6 |
- Frame advantage on hit is +37F
- Frame advantage on OTG hit is +11F
Overdrives
Heavenly Potemkin Buster
236236S or 236236D
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 |
---|---|---|---|---|---|---|
0,170,0 [0,212,0] |
Unblockable | 10+1 | 15 | 10 | +56 | 1~12 Full 13~25 Throw & Upper Body |
The anti-air grab. Potemkin launches his entire body upward at about a 45-degree angle, although the hitbox is only on the inside of his hand and arm.
Does good damage, and is easy to connect after virtually any ground-to-air hit, making it a reliable ender. Can also be used to punish air techs or for a hard read on a jump. Corner HPB > RRC > 6H > xx leads to huge damage. Hellfire Burst HPB is one of the highest damage attacks in the entire game (if you somehow manage to land it).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
― | 4 | NA | 6 |
- Values in [ ] are for Burst version
- Stun value: 85 [170]
- Minimum damage: 20% [50%]
Giganter Kai
632146H
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 | Mid | 9+8 | 60 | Total 50 | ±0 | 1~9 Full |
Potemkin creates a field of energy that slowly floats forward. This wave of energy absorbs other projectiles that hit it, and if it hits the opponent it staggers them (if grounded) or puts them in a slow float with long untechable time (if airborne). In both instances, Potemkin is afforded plenty of time to follow up for big damage. Since it's a projectile, he isn't pushed back by the attack connecting, allowing him to make some interesting combos in the corner. In addition, the energy wave has a very high stun modifier, making it easier to dizzy the opponent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
― | 4 | 20 | 10 |
- Staggers opponent on hit. Max duration 69F, Frame Adv: +16 to +51
- Stun value: 135
- Minimum damage: 20%
Gigantic Bullet Kai
Giganter Kai > 4123641236P
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 |
---|---|---|---|---|---|---|
145 | Mid | 49 | 24 | 17 | -22 |
The follow-up to Giganter. Potemkin launches himself forward after a delay.
Does massive damage and blows the opponent away on hit with substantial untechable time. Unlike Giganter itself, however, it has a 0x stun modifier, so its damage isn't counted at all when determining dizzy state for the opponent. This makes the choice to use Bullet an interesting one: do you go for the upfront damage and potential follow-up damage, or go for the dizzy and reset into an even more damaging combo?
The core factor for deciding which to use is your opponent's current health bar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Bullet only offers the opportunity to follow up if you're in or very near the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 10 |
- Stun value: 0
- Minimum damage: 20%
Instant Kill
Infernal Tour
During IK Mode: 236236H
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 |
---|---|---|---|---|---|---|
DESTROY | Throw: 230000 | 9+8 [5+6] |
3 | 62 |
Cannot be re-blitzed like other IK's, since it's a throw. Much cooler than Magnum Opera.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | NA | 6 |
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 98F [5F+5F]
- During [ ], can hit opponents in hitstun

Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
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