Always Be Charging (ABC)
Instead of inputting 2PGuardMidStartup6Recovery6Advantage±0 or 5KGuardLowStartup10Recovery9Advantage-4 you can buffer the charge by inputting 1P and 4K . This cannot be done with "6X" moves such as 6KGuardMidStartup16Recovery20Advantage-9 , but can be mitigated by using gatlings to give extra time to start charge buffering such as the case with 2SGuardMidStartup14Recovery20Advantage-6 > 6K.
Having charge always on the ready allows Potemkin to:
- Chase opponents down after knockdowns, and from longer distances
- Cancel normals with Hammerfall Brake for extended pressure sequences to enforce Strike/Throw Mix-Ups
- Combo into Hammerfall for guaranteed knockdown on grounded opponents
- Frame trap opponents using the 1 hit of armor to tank attempts at mashing and punish with Hammerfall itself
Learning to get comfortable with the ABC's is a must to play Potemkin effectively.
Charging during knockdowns to get back in is number one priority. You can even charge during Hammerfall itself for consecutive HFBs to get back in from full screen
Charging during pressure can keep opponents guessing by Hammerfall Braking early into Potemkin Buster, or commit to letting Hammerfall rock to catch them mashing!
Charging mid combo can be made easier by using gatlings to give time to charge buffer, and having a charge in neutral can make some pokes be able to confirm into Hammerfall on Counter hit.
Moveset Rundown
The Essentials
- 5PGuardMidStartup5Recovery6Advantage1:The fastest normal Potemkin has. Good as a panic anti-air due to its whiff cancelling abilities and how fast it comes out. Can go into itself up to 3-4 times into heat knuckle on hit. Not recommended to use during pressure because of its high hitting hitbox that whiffs on most crouchers
- 2PGuardMidStartup6Recovery6Advantage±0:The fastest grounded poke Potemnkin has. Its a button with great range, a good round start option, good "get-off me" button, great tick throw tool with it being ±0 on block, and pressure starter with its ability to gatling into just about everything.
- 6PGuardMidStartup11Recovery19Advantage-9:The dedicated anti-air Potemkin has, has upper body invulnerability making consistently contesting air approaches effortless, although it cannot be special cancelled or jump cancelled so the reward on regular hit is very low. On counter hit the reward from it can be much greater with guaranteed followups
Caught off guard by their air approach? No worries! 5P's got your back! Try not to use this on crouching opponents, it'll just fly over their heads.
Beat air approaches out clean with 6P but beware of getting regular hit for it offers little reward
- 2KGuardLowStartup7Recovery14Advantage-6:Further reaching low poke that can gatling into 2D for easy knockdowns. Can be used as pressure and combo starter as well
- f.SGuardMidStartup11Recovery18Advantage-11 Furthest reaching anti-air button to swat people trying to airdash in. Can also be used to catch opponents who try to jump or backdash out of pressure. It CAN be low profiled due to its high hitbox. On hit can combo into Heat Knuckle
- 5HGuardMidStartup15Recovery16Advantage-4: HUGE normal thats great for covering large portion of the screen. Can be airdashed over to be made to whiff if you arent careful
- 2DGuardLowStartup12Recovery14Advantage-2: Furthest reaching low that can be comboed into from just about anyone of pots other buttons. The most consistent combo ender. Cannot be special cancelled
Use f.S to swat airborne opponents from a distance! Great at catching those jumping away in fear of Potemkin Buster. Can be low profiled, so be cautious.
Combo and Pressure Tools
- 5KGuardLowStartup10Recovery9Advantage-4:Very active up-close low thats the main go-to for starting combos and oki situations. Can catch jumps or backdashes on oki from how active it is.
- 6KGuardMidStartup16Recovery20Advantage-9:One of Potemkins defining normals in Xrd that is very active and moves him forward into the opponents personal space for more strike/throw mix. Great pressure reset tool that strongly enforces Potemkins gameplan
- c.SGuardMidStartup8Recovery11Advantage-1:Mainly a pressure and combo filler button that can go into all sorts of enders depending on the situation that its called for
- 2SGuardMidStartup14Recovery20Advantage-6 Combo filler and pressure tool thats mainly used to gatling into 6K for charge buffer
Other
- 2HGuardMidStartup13Recovery35Advantage-21/6HGuardMidStartup23Recovery30Advantage-16 Potemkins slowest heaviest high commital buttons that are very risky to use with their long recocery on whiff and on block with potential high reward. Avoid using them often
- 5DGuardHighStartup27Recovery8Advantage+1: universal overhead that can either corner carry with 5D8 or lead to devastating combos in the corner with 5D6
Combination Foundation
Starter > c.S > f.S > 2D
The standard 2D knockdown for Potemkin.
This grants Potemkin a safe-jump opportunity as well as allows him to begin his Hammer Fall Break offense.
5K > 2S > 6K > [4]6H
The standard Hammerfall knockdown for Potemkin.
A better damage route than 2D with all the post-knockdown benefits, but requires Potemkin to be closer.
CH 6P > F.S / 5H > 623H >63214H
The most consistent midscreen anti air combos Potemkin has with small height dependent variations.
After CH 6P go straight to Heat Knuckle if the opponent is really high/far. Use the F.S variant if they're a little closer, and the 5H variant for when the opponent is much closer to the ground and Potemkin himself.