GGXRD-R2/Potemkin/Starter

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Always Be Charging (ABC)

Learning the ABC's
GGXRD-R2 Potemkin Crouching Idle.gif
Holding back to charge HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16 is the most essential part of Potemkins gameplan as it gives him many options when combined with Hammer Fall Brake (HFB)GGXRD-R2 Potemkin (4)6H-P.pngGuardStartupRecoveryTotal 15Advantage-. The charge is 30F long or half a second in real time. Be sure to "Always Be Charging" whenever possible such as in neutral, blockstrings, combos, knockdowns, etc. You can buffer the charge behind most of Potemkins normal moves by simply holding back as he performs them.

Instead of inputting 2PGGXRD Potemkin 2P.pngGuardMidStartup6Recovery6Advantage±0 or 5KGGXRD Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4 you can buffer the charge by inputting 1P and 4K . This cannot be done with "6X" moves such as 6KGGXRD Potemkin 6K.pngGuardMidStartup16Recovery20Advantage-9 , but can be mitigated by using gatlings to give extra time to start charge buffering such as the case with 2SGGXRD Potemkin 2S.pngGuardMidStartup14Recovery20Advantage-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.

Moveset Rundown

Normal Moves

The Essentials

  • 5PGGXRD Potemkin 5P.pngGuardMidStartup5Recovery6Advantage1: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
  • 2PGGXRD Potemkin 2P.pngGuardMidStartup6Recovery6Advantage±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.
  • 6PGGXRD Potemkin 6P.pngGuardMidStartup11Recovery19Advantage-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
  • 2KGGXRD Potemkin 2K.pngGuardLowStartup7Recovery14Advantage-6:Further reaching low poke that can gatling into 2D for easy knockdowns. Can be used as pressure and combo starter as well
  • f.SGGXRD Potemkin fS.pngGuardMidStartup11Recovery18Advantage-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
  • 5HGGXRD Potemkin 5H.pngGuardMidStartup15Recovery16Advantage-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
  • 2DGGXRD Potemkin 2D.pngGuardLowStartup12Recovery14Advantage-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

Combo and Pressure Tools

  • 5KGGXRD Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-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.
  • 6KGGXRD Potemkin 6K.pngGuardMidStartup16Recovery20Advantage-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.SGGXRD Potemkin cS.pngGuardMidStartup8Recovery11Advantage-1:Mainly a pressure and combo filler button that can go into all sorts of enders depending on the situation that its called for
  • 2SGGXRD Potemkin 2S.pngGuardMidStartup14Recovery20Advantage-6 Combo filler and pressure tool thats mainly used to gatling into 6K for charge buffer

Other

  • 2HGGXRD Potemkin 2H.pngGuardMidStartup13Recovery35Advantage-21/6HGGXRD Potemkin 6H.pngGuardMidStartup23Recovery30Advantage-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
  • 5DGGXRD Potemkin 5D.pngGuardHighStartup27Recovery8Advantage+1: universal overhead that can either corner carry with 5D8 or lead to devastating combos in the corner with 5D6

Combination Foundation

Combos

Gatling into 2DOld Reliable
Very Easy | Universal

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.

Gatling into Hammer FallCloser Reliable
Easy | Universal

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 into Heat Knuckle (and variations)
Easy | Universal

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.

Spending Meter
Spending Meter
What to do after a knockdown
What to do after a knockdown