GGXRD-R2/Potemkin

From Dustloop Wiki

Overview

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.

Potemkin
GGXRD-R Potemkin Portrait.png
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.

Pros
Cons
  • 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

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

c.S

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 ViperGGXRD Sol GrandViper1.pngGuard:
Lowx2~6,
Midx3
Startup:
17
Recovery:
37+10 after landing
Advantage:
-56
, which will zoom under f.S and punish you.

Gatling Options: 2S, 5H, 2H, 5D, 2D

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 HammerfallGGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-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

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.MGGXRD Potemkin ICPM.pngGuard:
Mid
Startup:
13
Recovery:
29
Advantage:
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.

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 KnuckleGGXRD Potemkin HeatKnuckle.pngGuard:
Unblockable Hit Grab
Startup:
12
Recovery:
21
Advantage:
+14
. On counter hit, you can combo into Heat knuckle at most ranges or an air series into I.C.P.MGGXRD Potemkin ICPM.pngGuard:
Mid
Startup:
13
Recovery:
29
Advantage:
at certain ranges

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 FlickGGXRD Potemkin FDB.pngGuard:
Mid
Startup:
19
Recovery:
12
Advantage:
+2
leaves a 1f gap, cancelling to HammerfallGGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-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

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.

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 BusterGGXRD Potemkin PotemkinBuster.pngGuard:
Ground Throw: 308000
Startup:
3
Recovery:
Total 40
Advantage:
+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

2K

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

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 HammerfallGGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-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 KaiGGXRD Potemkin GiganterEX.pngGuard:
Mid
Startup:
9+8
Recovery:
Total 50
Advantage:
±0
. When combined with Hammerfall Brake making 2H +2 on block, this normal becomes a dangerous threat when applied properly.

Gatling Options: 5D, 2D

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 2DGGXRD Ky 2D Hitbox.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-10
and Slayer's 2KGGXRD Slayer 2K hitbox.pngGuard:
Low
Startup:
6
Recovery:
8
Advantage:
+4

  • Cannot be special cancelled

j.P

j.K

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

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

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
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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...GGXRD Potemkin HeavenlyPotemkinBuster.pngGuard:
Unblockable
Startup:
10+1
Recovery:
10
Advantage:
+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.

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 2HGGXRD Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
25
Advantage:
-8
. Back Megafist can also discourage resetting pressure, as an attacker may find themself running into its hitbox while Potemkin disengages

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.GGXRD Potemkin FDB.pngGuard:
Mid
Startup:
19
Recovery:
12
Advantage:
+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.MGGXRD Potemkin ICPM.pngGuard:
Mid
Startup:
13
Recovery:
29
Advantage:
or HammerfallGGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-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

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!)

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.
Reflectable Projectiles Table
Character Move
Answer
  • Business Ninpo: CaltropsGGXRD Answer Caltrops.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 42
    Advantage:
    -7
  • Business Ninpo: Under the BusGGXRD Answer UnderTheBus.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 40
    Advantage:
    +4
Axl
  • Sickle FlashGGXRD Axl SickleFlash.pngGuard:
    Mid
    Startup:
    13
    Recovery:
    37
    Advantage:
    -13
  • Spindle SpinnerGGXRD Axl SpindleSpinner.pngGuard:
    Ground Throw
    Startup:
    27
    Recovery:
    38
    Advantage:
    +34
Baiken
  • Tatami GaeshiGGXRD Baiken TatamiGaeshi.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 45
    Advantage:
    -4
  • YashagatanaGGXRD Baiken Yashagatana.pngGuard:
    All
    Startup:
    33
    Recovery:
    Total 48
    Advantage:
    +5
Bedman
  • Task AGGXRD Bedman TaskA.pngGuard:
    All
    Startup:
    18
    Recovery:
    Total 49
    Advantage:
    -5
  • Task A'GGXRD Bedman TaskA.pngGuard:
    All
    Startup:
    37
    Recovery:
    Total 70
    Advantage:
    +9
  • Deja VuGGXRD Bedman DejaVu.pngGuard:
    Startup:
    Recovery:
    Total 30
    Advantage:
    (All versions.)
Chipp
  • Gamma BladeGGXRD Chipp GammaBlade.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 56
    Advantage:
    +5
  • ShurikenGGXRD Chipp Shuriken.pngGuard:
    All
    Startup:
    23
    Recovery:
    Until Landing+6 After Landing
    Advantage:
  • KunaiGGXRD Chipp Zanuff wK.pngGuard:
    All
    Startup:
    9
    Recovery:
    Total 18
    Advantage:
Dizzy
  • I used this to catch fishGGXRD-R Dizzy ToCatchFish.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 62
    Advantage:
    -23
  • For searing cod...GGXRD-R Dizzy ForSearingCod.pngGuard:
    All
    Startup:
    26
    Recovery:
    Total 63
    Advantage:
    -11
  • I used this to pick fruitGGXRD-R Dizzy ToPickFruit.pngGuard:
    All
    Startup:
    22
    Recovery:
    Total 37
    Advantage:
    +11
  • For roasting chestnuts...GGXRD-R Dizzy ForRoastingChestnuts.pngGuard:
    All
    Startup:
    36
    Recovery:
    Total 48 (uncharged)
    Advantage:
    +14
  • We talked a lot togetherGGXRD-R Dizzy WeTalkedALot.pngGuard:
    All
    Startup:
    60
    Recovery:
    Total 36
    Advantage:
    (The projectile will immediately hit the fish.)
  • We fought a lot togetherGGXRD-R Dizzy WeFoughtALot.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 36
    Advantage:
    (Only the S/H versions.)
  • For putting out the lightGGXRD-R Dizzy ForPuttingOutTheLight.pngGuard:
    All
    Startup:
    17
    Recovery:
    Total 50
    Advantage:
    -14
  • The light was so small in the beginningGGXRD-R Dizzy TheLightWasSoSmall.pngGuard:
    All
    Startup:
    33
    Recovery:
    Total 54
    Advantage:
    +9
  • Please leave me aloneGGXRD-R Dizzy PleaseLeaveMeAlone.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 24
    Advantage:
    (The bubble's explosion.)
  • What happens when I'm TOO aloneGGXRD-R Dizzy WhenI'mTOOAlone.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 29
    Advantage:
    (The bubble's explosion.)
Elphelt
  • PineberryGGXRD-R Elphelt Pineberry.pngGuard:
    Startup:
    Recovery:
    19
    Advantage:
    (Both the toss and the explosion.)
  • Miss ConfireGGXRD-R Elphelt MissConfire.pngGuard:
    Startup:
    Recovery:
    Advantage:
Faust
  • 5D ReflectGGXRD Faust 5D.pngGuard:
    All
    Startup:
    1
    Recovery:
    Advantage:
    (The resulting baseball from a successful reflect.)
  • LoveGGXRD Faust Love.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 43
    Advantage:
    (Only the thrown bag, not the explosion itself.)
  • What Could This Be?GGXRD Faust WhatCouldThisBe.pngGuard:
    Startup:
    Recovery:
    Total 23 [35]
    Advantage:
    /W-W-What Could This Be?GGXRD Faust W-W-WhatCouldThisBe.pngGuard:
    Startup:
    Recovery:
    Total 46(Super Freeze 1)
    Advantage:
    • HammerGGXRD Faust Hammer.pngGuard:
      All
      Startup:
      13
      Recovery:
      contact or landing
      Advantage:
      /Golden HammerGGXRD-R2 Faust GoldHammer.pngGuard:
      All
      Startup:
      13
      Recovery:
      contact or landing
      Advantage:
    • Chibi FaustGGXRD Faust ChibiFaust.pngGuard:
      All
      Startup:
      45
      Recovery:
      contact or landing
      Advantage:
      /Large FaustGGXRD-R2 Faust BigFaust.pngGuard:
      All
      Startup:
      45
      Recovery:
      contact or landing
      Advantage:
    • BombGGXRD Faust Bomb.pngGuard:
      All
      Startup:
      131
      Recovery:
      explosion
      Advantage:
      /FireworksGGXRD-R2 Faust Fireworks.pngGuard:
      All
      Startup:
      192
      Recovery:
      explosion
      Advantage:
    • MeteorsGGXRD Faust Meteors.pngGuard:
      All
      Startup:
      196~
      Recovery:
      all meteors land
      Advantage:
      /Gigantic MeteorGGXRD-R2 Faust BigMeteor.pngGuard:
      All
      Startup:
      196~
      Recovery:
      last hit after landing
      Advantage:
    • PoisonGGXRD Faust Poison.pngGuard:
      All
      Startup:
      85
      Recovery:
      landing
      Advantage:
    • 100 Ton Weight/10,000 Ton WeightGGXRD Faust 100TonWeight.pngGuard:
      All,Unblockable
      Startup:
      13
      Recovery:
      landing
      Advantage:

      (Both the weight itself and the shockwave.)
    • Oil CombustionGGXRD Faust OilCombustion.pngGuard:
      All
      Startup:
      11
      Recovery:
      Advantage:
    • Jump PadGGXRD Faust JumpPad.pngGuard:
      Unblockable
      Startup:
      87
      Recovery:
      expires
      Advantage:
      (After it lands.)
I-No
  • 5DGGXRD Ino 5D.pngGuard:
    High
    Startup:
    26
    Recovery:
    9
    Advantage:
    -7
    (Only after being YRC'd.)
  • Antidepressant ScaleGGXRD Ino AntidepressantScale.pngGuard:
    All
    Startup:
    18
    Recovery:
    Total 50
    Advantage:
    -12
  • Chemical LoveGGXRD Ino ChemicalLoveK.pngGuard:
    All
    Startup:
    11
    Recovery:
    13+8 After Landing
    Advantage:
    +3
  • Chemical Love (Vertical)GGXRD Ino ChemicalLoveS.pngGuard:
    All
    Startup:
    11
    Recovery:
    11+9 After Landing
    Advantage:
    -4
Jack-O
  • Remove the Chain of ChironGGXRD-R JackO Remove the Chain of Chiron.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total: 32+10 After Landing
    Advantage:
  • Ghost ThrowGGXRD-R JackO GhostThrow.pngGuard:
    Startup:
    12
    Recovery:
    Total: 32
    Advantage:
    +6
  • ExplodeGGXRD-R JackO Explode.pngGuard:
    Startup:
    192
    Recovery:
    12
    Advantage:
  • All Servant attacks.
Jam
  • N/A
Johnny
  • Glitter is GoldGGXRD Johnny GlitterIsGold.pngGuard:
    All
    Startup:
    6
    Recovery:
    Total: 17
    Advantage:
    +8
  • ZweihanderGGXRD Johnny Zweihander.pngGuard:
    All
    Startup:
    1
    Recovery:
    Until Landing + 10
    Advantage:
Kum
  • 5DGGXRD-R Haehyun 5D.pngGuard:
    High
    Startup:
    26
    Recovery:
    12
    Advantage:
    +2
    (Only after being YRC'd.)
  • Tuning BallGGXRD-R Haehyun TuningBall.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total: 48
    Advantage:
    -16
Ky
  • 5DGGXRD Ky 5D.pngGuard:
    High
    Startup:
    28
    Recovery:
    11
    Advantage:
    -5
  • j.DGGXRD Ky jD.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 25+8 after landing
    Advantage:
  • Stun EdgeGGXRD Ky StunEdge.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 46
    Advantage:
    -10
  • Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 69
    Advantage:
    +14
  • Air Stun EdgeGGXRD Ky AirStunEdge.pngGuard:
    All
    Startup:
    21
    Recovery:
    41+14 Landing
    Advantage:
    +2
Leo
  • Graviert WurdeGGXRD Leo GraviertWurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    36(46T)
    Advantage:
    -8
May
  • Applause for the VictimGGXRD May ApplauseForTheVictim PK.pngGuard:
    All
    Startup:
    25
    Recovery:
    Total 43
    Advantage:
    +2
    (As long as she's not riding it.)
  • Don't Miss It!GGXRD May DontMissIt.pngGuard:
    All
    Startup:
    37
    Recovery:
    Total 45
    Advantage:
Millia
  • Tandem TopGGXRD Millia TandemTop.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total 38
    Advantage:
    -1
  • Silent ForceGGXRD Millia SilentForce.pngGuard:
    All
    Startup:
    11
    Recovery:
    23 Total
    Advantage:
  • Secret GardenGGXRD Millia SecretGarden.pngGuard:
    All
    Startup:
    77
    Recovery:
    Total 74
    Advantage:
Potemkin
  • Slide HeadGGXRD Potemkin SlideHead.pngGuard:
    Low[Unblockable]
    Startup:
    25[29]
    Recovery:
    Total 54
    Advantage:
    -11
  • TrishulaGGXRD Potemkin Trishula.pngGuard:
    Mid
    Startup:
    25
    Recovery:
    18
    Advantage:
    -6
  • F.D.B. ProjectileGGXRD Potemkin FDB2.pngGuard:
    All
    Startup:
    2
    Recovery:
    Total 22
    Advantage:
Ramlethal
  • Deploy Giant SwordGGXRD Ramlethal 2S.pngGuard:
    All
    Startup:
    67 [96]
    Recovery:
    Total 33
    Advantage:
    (All versions.)
  • CassiusGGXRD Ramlethal Cassius.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 46
    Advantage:
    -1
Raven
  • Schmerz BergGGXRD-R Raven SchmelzBerg.pngGuard:
    All
    Startup:
    13
    Recovery:
    36 + landing 12
    Advantage:
    -9
  • Gebrechlich LichtGGXRD-R Raven GebraeuchlichLicht.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 45 + landing 8
    Advantage:
    -4
  • Scharf KugelGGXRD-R Raven ScharfKugel.pngGuard:
    All
    Startup:
    71
    Recovery:
    Total:46
    Advantage:
    +30
Sin
  • N/A
Slayer
  • Helter SkelterGGXRD Slayer HelterSkelter.pngGuard:
    All
    Startup:
    25
    Recovery:
    13
    Advantage:
    +12
Sol
  • Gun FlameGGXRD Sol GunFlame.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 50
    Advantage:
    -4
  • BreakGGXRD Sol Kudakero1.pngGuard:
    All
    Startup:
    22
    Recovery:
    29 after landing
    Advantage:
    +2
Venom
  • Ball HitGgxrd venom ballhit.pngGuard:
    All
    Startup:
    1
    Recovery:
    Advantage:
  • QVGgxrd venom qv.pngGuard:
    Mid
    Startup:
    20~83
    Recovery:
    Total 38~101
    Advantage:
    -4 [-1, +1, +5]
  • Stinger AimGgxrd venom stingeraim.pngGuard:
    All
    Startup:
    15~26
    Recovery:
    Total 43~54
    Advantage:
    -2
  • Carcass RaidGgxrd venom carcassraid.pngGuard:
    All
    Startup:
    16
    Recovery:
    Total 32
    Advantage:
    +10
Zato-1
  • Invite HellGGXRD Zato InviteHell.pngGuard:
    Low
    Startup:
    18
    Recovery:
    Total 44
    Advantage:
    0
  • Drill SpecialGGXRD Zato DrillSpecial.pngGuard:
    Low / Air,Mid / Air×2
    Startup:
    146
    Recovery:
    (Summon Vanishes)
    Advantage:
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
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.

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.

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
20F VE
22F KY
23F PO, BE, IN
24F AN, AX, BA, CH, DI FA, JC, JO, MA, MI, SO, RA, RV, ZA
25F SL, JA
26F EL
27F LE
29F CH, SI

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).

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.

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.

Instant Kill

Infernal Tour

During IK Mode: 236236H

Navigation

Potemkin


To edit frame data, edit values in GGXRD-R2/Potemkin/Data.