The grappler of Guilty Gear, named after the great Russian warship, The Potemkin. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.
Potemkin of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. He also has a number of anti-zoning tools, like F.D.B (a flick that turns enemy projectiles back at them) and Slide Head (full screen unblockable that sweeps anyone standing on the floor). Pot can then capitalize off these reads by using the mighty Hammer Fall to dash across the screen and begin his close-range brawling. If Pot can get you to sit still long enough, he'll throw in a Potemkin Buster and laugh as 1/3rd of your health is ripped away in a single move.
Perhaps more than any other character, Pot is capable of punishing on good reads very well. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. It's important to know that even with all of his anti-zoning tools, Potemkin still traditionally struggles against zoners and those who stay out of his range. As well, his mobility is awful, with no airdash to speak of.
Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game. He just needs to get close enough to readily instill the fear.
|Potemkin is a slow behemoth who makes life hell with large normals, very high damage, and one of the best command grabs in the game.|
Hammer Fall Break Pressure
Although not explicitly a mechanic, Hammer Fall Break pressure, hereby known as HFB, is an integral part of Potemkin's gameplan. By special canceling a normal into Hammer FallGuard:
-18, and then canceling the Hammer Fall with Hammer Fall BreakGuard:
- as early as possible, you are able to modify Potemkin's frame advantage on block and on hit substantially while slightly tweaking distance between you and the opponent. HFB can turn moves that are substantially minus on block into moves that are + on block.
For Example: 2HGuard:
-21 is -21 on block. When HFB is used it becomes +2 on block. Similarly, 2SGuard:
-2 goes from a -2 on-block move into a 0 on block move with the threat of a 3 frame command grabGuard:
- behind it.
On hit, HFB massively expands Potemkin's combo game. Add the FRC point on HFB into the mix and your blockstrings level up to an onslaught of pressure with one wrong guess spelling major damage. Utilizing Hammer Fall Break substantially improves the frame advantage of Potemkin's normals and better allow him to apply his grappler vortex.
|Weight:||Super Heavyweight (x0.94)|
|Backdash:||21F (1~>20F invuln)|
|Wakeup :||52F (Face Up)/ 50F (Face Down)|
|Unique Movement Options:||No Run|
No Air Dash
Guilty Bits Character Intro
Your quickest jab, with a pretty good hitbox, capable of hitting crouching, standing, or even airborne opponents (sometimes).
- Chain into 5K on the ground, or c.S if they're in the air.
- If they block, you can chain as normal, or go right into a Potemkin Buster if they're not expecting it.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Additional Frame Data: Untechable for 13F.
Your go to meaty option. Very active making it good for catching backdashes.
- Tied with 2K for Potemkin's quickest low. Although 2K has more range, 5K will combo into 2S, allowing you to get better damage.
- On meaty of after jump-in it can be alternated with 6K for throw invul overheads.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 90%.
Mostly used as combo filler, although it can be used as situational anti-air.
- Deep jump-in combos should be followed up with this or 2S when possible for better damage.
- Whiff c.S as they wake up for a not-so-obvious Potemkin Buster/Heat Knuckle.
Gatling Options: f.S, 2S, 5H, 2H, 5D, 2D
The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne.
- If you hit at range, cancel into (2S) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it will win the round.
- A decent move for cancelling into Slide Head for gimmicks but don't get carried away with them.
Gatling Options: 2S, 5H, 2H, 5D, 2D
One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. Works like f.S, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent).
- Cancel into Hammerfall > Break for better advantage on block or just to gain ground, or cancel into Slide Head for cheap (but very punishable) mixup.
- At distances where nothing else is possible, Air CH 5H > delay 5H works.
- CH 5H leads to Slidehead or Hammerfall break into follow up combo. 5H is also the only move besides 6P/2H that leads to Giganter super vs airborne opponents.
Gatling Options: 5D, 2D
Standing dust, with a remarkably large hitbox.
- Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB.
Additional Frame Data: Potemkin is in CH state during move's duration.
A great anti-air. Potemkin's hurtbox is low to the ground, and he has some upper body invulnerability during start up and even more through the activate frames. You can use this as a ghetto reversal vs airborne opponents if their move isn't 100% meaty (such as vs. late IADing opponents trying to bait throws). Hitbox doesn't extend much further than his hands, but that's plenty.
- On normal air hit combos into Heat Knuckle or j.P/j.K into air combo.
- On CH also combos into (f.S) > 2S or jc > falling j.H.
- See combo page for more specifics.
Additional Frame Data: Floats opponent on CH (untechable for 50F). Initial prorate 90%.
An 18 frame overhead with short range.
- Strong meaty. Mix between this and 5K on oki for a rewarding and easy mixup.
- Throw invulnerable, but the only real application of this is to bait wakeup throw.
Although one of Potemkin's hardest combos due to charging, 6K -> Hammerfall combos on crouching and baits bursts automatically. It's only really worth it with meter, but it leads to insane damage. Without meter, cancel to 2D.
Gatling Options: 2D
Additional Frame Data: Initial prorate 85%.
THE LEGENDARY LEVEL 6 ATTACK. Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range.
- Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter.
- Cancel into Slidehead for an unblockable (characters with 4/5 frame prejump cannot escape without IB/Backdash/Reversal).
- Once your opponent catches onto 6H > Slidehead, 6H > Hammerfall Break (immediately charge HF after inputting 6H for best results) to get big frame advantage.
- Can be FRC'd right before it becomes active. 5P > 6H FRC Pot buster for shenanigans, or let it rip to catch backdashers.
Additional Frame Data: 50% initial prorate. Wall bounce opponent on hit (untechable for 28F). Blockstun 23F. Dizzy modifier x0.75. FRC timing 20-21F.
While slower than 5P, it has situational uses such as killing Eddie's shadow from far away or using it for Hammerfall break pressure (experiment for other uses).
Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 80%.
Comes out as fast as 5K, but has better range.
- On hit (f.S >) 2D is usually the most you will get.
- Can combo into 2S either on crouch hit or from c.S if close enough.
Gatling Options: c.S, f.S, 2S, 2H, 5D, 2D
Additional Frame Data: Initial prorate 90%.
One of Potemkin's best normal attacks in terms of overall usefulness. Good range, good hitbox, staggers on counter-hit, but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. This makes it useful in combos and blockstrings, so you'll end up using this move a lot.
Gatling Options: 2H, 5D, 2D
Additional Frame Data: Pulls in opponent on hit or block. Pulls in and staggers opponent on ground CH (max 43F).
A vicious uppercut that reaches ridiculously high. Thanks to its high startup you'll have to throw it out relatively early, so make sure you know it'll connect before committing to it. Reaches further back than most anti-airs, allowing you to tag crossup attempts in addition to the normal anti-air benefits.
- Has an FRC point, but it is completely outclassed by Hammerfall Break.
- If you get a normal hit on an airborne opponent, you can cancel into Heat Knuckle if they're low enough. Otherwise your only direct followup is a Heavenly Potemkin Buster. If they're on the ground, you can always cancel to Heat Knuckle.
- On counter-hit, your opponent can't tech until they've hit the ground, no matter how high they were when you hit. This opens up many high damaging routes. Even relatively simple combos off of CH 2H can do 50% or more.
Gatling Options: 5D, 2D
Additional Frame Data: Floats opponent on hit (untechable for 30F). Dizzy modifier x1.25. FRC timing 13-15F.
A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range.
- Consider canceling into Hammerfall Break to get that much closer to the opponent after a knockdown.
- Combos into Heat Knuckle on Faust and May (unless it hits at max range).
Additional Frame Data: Forced prorate 80%.
Important for gaining some height in Pot's air combos. Low hitstun makes it good for tick throws after a jump in.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. It also crosses up, giving Potemkin a left/right mixup after Heat Knuckle connects.
Gatling Options: j.P, j.S
Probably Potemkin's best air move, with a nice, tall hitbox. Good for safejumps. On counter hit ground bounces giving you plenty of options to follow up.
Gatling Options: j.P, j.H, j.D
Additional Frame Data: Ground bounces opponent fully untechable on ground CH. Slams down opponent on air hit (untechable for 25F). Ground bounces opponent on air CH (untechable for 60F).
Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups without proper routing. See the combo page for example routes
After a short startup, Potemkin drops rapidly to the ground. If you catch an airborne opponent with it, they'll plummet to earth with you.
- Combo after j.S for a knockdown into whatever oki you please.
- You can whiff it in front of the opponent and catch them off guard with a Potemkin Buster, if you're feeling lucky.
- While this move will let you get to the ground faster, and might even let you hit an unaware opponent, there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. So don't throw it out willy-nilly.
Note: The throw cross on the hitbox is apparently not correct and is higher up on Pot's body somewhere.
Additional Frame Data: Slams down opponent on air hit (untechable for 40F). Potemkin is in crouching state during landing recovery. Can change angle of descent by holding left/right.
Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land.
- Can be FRC'd on after tossing the opponent, allowing for follow-ups like 2S > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.
Additional Frame Data: Floats opponent and fully untechable on hit. 1st hit has forced prorate 50%. FRC timing 40~44F (frames 11~15 after tossing the opponent).
A particularly satisfying airthrow.
Additional Frame Data: Slams down opponent on hit (untechable for 32F). Forced prorate 50%.
Dead Angle Attack
Uses 5D animation, making its horizontal reach notably better than most other Dead Angles. If you need some breathing room, this is a great way to get it. A point blank hit in the corner can net you a 5P into a small combo.
Additional Frame Data: Potemkin is in CH state 18-35F. Knocks down opponent on hit. Forced prorate 50%.
236P or 214P
Forward lets you close the distance on your opponent, but is otherwise inferior to Reverse in every way. Lower Level (3 on hit, 2 on block) means less hitstun, allowing for quicker tick throws but otherwise not providing any advantage.
- First FRC point is before hit, will change air movement trajectory and allows to do a fast normal before landing. Can be jump installed for air options.
- Second FRC point is during first active frames making it safer if blocked.
Additional Frame Data: Knocks down opponent on hit. Potemkin is airborne from 4F onwards. Level 2 attack on block. FRC timing 16-17F and 25-26F.
Backward Mega Fist is superior to Forward in every way. High Level, more active frames, less recovery. Staggers on counter hit. Better as a raw attack than Forward, but not as great for follow-ups without a CH. Can be FRC'd on frames 25-26F, and 28-29F. Yes, it has two FRC windows. Yes, they're a frame apart. No, I don't know why.
Additional Frame Data: Knocks down opponent on hit. Potemkin is airborne from 5F onwards. Staggers opponent on ground CH (max 47F). FRC timing 25-26F and 28-29F.
- Has upper body invulnerability, but its very situational.
- Very similar animation to 6K. While difficult and requiring meter on most characters, using the unblockable portion as a meaty will supplement the oki high/low.
- Has an FRC point allowing followups and making it harder to punish if dodged.
One of Potemkin's more interesting moves, Slide Head has two different attacks during its active frames. The first is Potemkin's actual body itself, a level 5 attack that hits low, but that's likely not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the ground at full zoom-out. This shockwave can be avoided by being airborne or if a character lifts their hurtbox off the ground (Dizzy dash, May 5K, etc.). If this connects, it knocks the opponent down, and keeps them there for an extra 40 frames over normal knockdown length, giving Pot time to advance.
Some of its best uses lie in oki, and as a fullscreen threat. Like said in the bullet points, it has a very similar animation to 6K but requires a completely different response, adding an unblockable to the high/low. As a fullscreen tool, it can make characters like A.B.A or Justice think twice about using certain tools in neutral, as a well timed Slide Head will put them right into your vicious oki game. Beware, if you use it poorly or your opponent reads you, you can be punished severely.
Additional Frame Data: Knocks down standing or crouching opponents. Followups are treated as OTG. 1st hit has initial prorate 90%. 2nd hit (quake) has Hitstop 0, Startup 27. Max of one hit. FRC timing 27-29F.
- Potemkin's primary mobility and pressure tool.
- Has a single hit of super armor that will cut the absorbed attack's damage in half. Any additional hits, or any Overdrive, will interrupt Hammer Fall.
- Causes a knockdown when it connects on a grounded opponent, granting oki.
- Requires 30F of charge to execute. Can be canceled into Hammer Fall Break by pressing P while Potemkin is moving (but before the attack portion begins).
- Hammer Fall has a 3F FRC window on hit, block, or whiff. This window begins 3F after hitstop and on frame 3 of Potemkin's fist connecting on whiff. FRC grants significant plus frames (+14 on a first frame FRC) on block and a strong combo on hit.
Potemkin lunges forward with arms spread, then smashes them together when he reaches the opponent or reaches Hammer Fall's maximum distance. It is generally a good idea to charge Hammer Fall when possible for crucial followups, like after Slide Head. If you hold back immediately after inputting a 6H or 6K, you'll have Hammer Fall charged in time to cancel into it which combos at close range. At point blank, Potemkin can cancel into Hammer Fall Break from frame 2 until frame 10 despite being directly next to the opponent. Note that Potemkin cannot cancel the first frame of Hammer Fall, as he must first enter Hammer Fall before he is able to cancel it. Additionally, the lack of an input buffer requires P to be input distinctly after H.
Hammer Fall Break
P during Hammer Fall
|Normal||On-Block||On Block + HFB|
Hammer Fall Break lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Break won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for going in after Slidehead, or to catch an opponent with a Potemkin Buster.
Additional Frame Data: Fastest possible Hammer Fall Break completes in 16F, 1F of Hammer Fall and 15F of Hammer Fall Break. FRC timing 3-10F.
A powerful attack with two separate aspects: the attack and the reflect (see below). The attack portion is powerful, with a deceptively large hitbox (extended well beyond and above the flick itself) and good priority. If it hits a grounded opponent, they'll be staggered. On block, they'll be pushed away a great distance, and a counter-hit will cause wallstick.
Additional Frame Data: Staggers opponent on ground hit (max 65F). Wall sticks opponent on CH (untechable for 88F, sticks for 28F). Can reflect projectiles from 4-14F. On successful reflect creates projectile.
The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile.
- This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent.
- After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then.
Your go-to move, that which all of Potemkin's game plan is centered around. With a 176-pixel range, it's hard not to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch, before their active frames have even started.
- Has 12F afterwards to follow-up attack, for example with c.S in the corner, and with f.S midscreen against some characters.
Additional Frame Data: On whiff, recovery is 40F total. Dizzy modifier x0.5. Forced prorate 75%.
Potemkin snatches his opponent out of the air and burns them for a while, before unceremoniously dropping them to the ground in front of you for great oki. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air is somewhat limited. It is rather used more often as a basic combo ender, after gatling into a 2H.
- There is an FRC point that is only available on whiff, thus meaning you can use it to make it safer if it misses.
- Potential Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.: With less than 50 meter, it leads to FRC if the opponent used Burst, allowing a full punish. On hit, it will continue like normal.
Fun fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them).
Additional Frame Data: Can only hit airborne opponents. 1st-3rd hits fully untechable. 4th hit floats opponent on hit (untechable for 45F). Can input motion for followup Heat Extend for 50F after Potemkin grabs them (visually, you have until the 3rd hit). FRC timing 23-24F, on whiff only.
63214H during Heat Knuckle
- If input during the first 50 frames of Heat Knuckle, Heat Extend causes Potemkin's gauntlet to open up and focus energy, then detonate the opponent and launch them skyward. Does great damage and builds a ton of tension, but sacrifices oki at midscreen.
- If they happened to Slashback your Heat Knuckle, they can do an air reversal resulting in a clash.
- Chipp, Sol and Order-Sol can buffer at any time.
- Eddie can buffer Executor and escape without clashing.
- ABA, Bridget, Jam, Johnny, Millia, Robo-Ky, Slayer and Zappa must time it to explosion.
- I-No will always get hit.
- Chipp, Sol and Order-Sol can buffer at any time.
Additional Frame Data: Blows away and floats opponent on hit (untechable for 80F).
- Has armor from 2f onwards. Armor will absorb multiple hits. Hits absorbed by super armor deal half damage, and Overdrives are never absorbed.
- On frames 2-23, any hit will activate super armor. If hit in the first five frames of a super armor flash, super armor resets and can absorb another hit.
- On frames 24-28, any hit will cause the attack to occur immediately (with 10 frames of startup). The same is true if hit during frames 6-10 of a super armor flash, or if hit seven times during a super armor flash.
- Ground bounces the opponent on hit. If the opponent was grounded during the hit, it's untechable for 38 frames.
- Startup can be cancelled with P, but this has no practical usage.
Judge Gauntlet only exists to make you look like a clown when you mess up TK APBTiger Knee Aerial Potemkin Buster
Often done by performing a 360 motion starting from 6 (632147896), and should be avoided. While you can gimmick people with the cancel or occasionally throw it out as a panic option against a guy running flowchart offense, it's an extremely slow telegraphed reversal that even informs your opponent if they hit it to jump/roman/special/whatever cancel to make themselves safe and then punish you. It also loses to meaties, as it's not frame 1 invincible. Lastly, the hitbox its self is pretty bad and will miss often. Yeah, it looks cool. Don't use it.
Additional Frame Data: Ground bounces opponent on hit (ground hit untechable for 38F). Initial prorate 85%. Potemkin absorbs enemy attacks between 2-28F. If Potemkin gets hit between 2-23F, then he goes into endurance stance immediately. If Potemkin gets hit between 24-28F, then he attacks immediately. Attack starts 10F after the start of endurance stance (getting hit again resets the 10F startup). Potemkin immediately attacks after getting hit 7+ times while in endurance stance. Potemkin takes half damage while absorbing hits. Potemkin cannot absorb supers. Can input P to cancel between 6~24F. Cancel animation is 14F.
Aerial Potemkin Buster
A bit trickier to use than the standard Buster. It will connect as part of a combo, but you can't cancel into it from air normals, so you'll mostly use it from midair jump cancels, or as a followup to ground attacks like counter-hit 6P, a 2H followed by Hammerfall Break, or c.S in the corner. In the corner, c.S to APB loops into itself, creating the Potemkin Bus Tour, which has no stops and only lets you off when you're dead.
Aerial Potemkin Buster can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it. If it connects while jumping forward or backward the buster will fall toward the opposite direction.
Additional Frame Data: Knocks down opponent on hit. Potemkin is in CH state till landing. Potemkin is in crouching state during landing recovery. 2nd hit has forced prorate 75%. On hit, Potemkin jumps in the direction opposite to the direction he was originally traveling. Can RC only if blocked. FRC timing 9-11F after throw.
Potemkin throws out a wall of shimmering energy (usually referred to as "the mirror") that slowly travels in front of him.
- The mirror will always come out once the input is done, even if Potemkin is hit out of it.
- The mirror absorbs most projectiles, and will continue traveling forward even if it doesn't.
- Stagger on ground hit, float on air hit.
- Has a 3x dizzy modifier. Does a lot of stun damage.
- Can be followed up with Gigantic Bullet even on whiff.
Additional Frame Data: Staggers opponent on ground hit (max 55F). Untechable for 75F. Can cancel into Gigantic Bullet from 16-29F.
4123641236P during Giganter
Potemkin channels energy into both hands, then combines them into a wave of energy while sliding forward. Wall bounces on hit, allowing for interesting followups. x0 dizzy modifier, meaning its damage is not factored into dizzy at all.
Additional Frame Data: Wall bounces opponent on hit (untechable for 60F).
Heavenly Potemkin Buster
Potemkin launches upward at a ~40 degree angle, grabbing his opponent out of the air and bringing them crashing back down to earth. Potemkin is invincible until he leaves the ground, at which point he has upper body invincibility for 15 frames, allowing HPB to be used as an anti-air in most instances. Keep in mind that it's not completely safe, though - many moves can beat it outright, and sometimes it will whiff completely, seemingly for no reason. Heavenly Potemkin Buster will always connect after a 2H, but you have to cancel into it as soon as the 2H connects.
Additional Frame Data: Potemkin is airborne from 13F onwards. Knocks down opponent on hit. Dizzy modifier x0.5.
During IK Mode: 236236H
Hitbox is potemkin himself. A dizzied opponent in the corner is probably your best chance, but don't bet on it. Much cooler than Infernal Tour.
Additional Frame Data: IK mode activation time 98F.
|To edit frame data, edit values in GGACR/Potemkin/Data.|
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data