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 Potemkin lumbers through neutral to headlock his opponent into a terrifying vortex of death
- Potemkin Buster: The grab that defined every future anime grappler. No move matches its speed, damage, and range. Its sheer existence instills dread in every choice the opponent makes, including defending.
- Hammerfall: Sees obvious use as an armored charging move to challenge pokes, but the real meat comes from its application in Hammerfall Break Pressure—a way to gain frame advantage and correct spacing.
- Chokeholds His Opponent: Gets great knockdowns off of everything, turning his opponent's defense into paste in a matter of seconds.
- Big Buttons: Obscenely damaging normals with great reach, blockstun and active time.
- Defensive Buster: Toolkit lends itself excellently to universal defensive options like Instant Block, Slashback and Backdash. His throws also have great range and reward. Pressuring Potemkin is quite scary!
- Built Like A Tank: Has the highest defense and stun modifier in the game.
- Horrid Mobility: Cannot dash or airdash, limiting his options to simply walking forward. Hammerfall is not a suitable replacement for either of these, and as such neutral requires strong patience and decision-making.
- Runaway Matchups: Potemkin's awful movement is accentuated when opponents don't need to come to him to be effective. He struggles against foes who gain advantage from running away and laming him out.
- Big: Susceptible to F-Shiki Sometimes 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, instant overheads, and specific combos.
For Example: 2HGuardMidStartup13Recovery35Advantage-21 is -21 on block. When HFB is used it becomes +2 on block. Similarly, 2SGuardMidStartup13Recovery16Advantage-2 goes from a -2 on-block move into a 0 on block move with the threat of a 3 frame command grabGuard176 pixelsStartup3Recovery37Advantage- behind it.
On hit, HFB massively expands Potemkin's combo game. Add the FRC point on Hammerfall 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.
Damage Received Mod | |
×0.87 | |
Guts Rating | |
4/5 | |
Gravity Mod | |
×0.94 | |
Stun Resistance | |
80 | |
Prejump | |
5F | |
Backdash | |
21F (1~20F Strike Invuln) | |
Wakeup Timing | |
24F (Face Up)/ 22F (Face Down) | |
Number of Jumps: | |
2 | |
Number of Air Dashes: | |
0 | |
Unique Movement Options | |
No Run No Airdash Hammer Fall | |
Fastest Attack | |
Reversals | |
Normal Moves
5P
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
5K
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
c.S
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
f.S
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
5H
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
5D
Standing dust, with a remarkably large hitbox.
- Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB.
While easier to use than 6K, the atrocious startup renders it very reactable. Best used as a surprise tactic after spacing the opponent out where they wouldn't expect to be hit overhead.
Potemkin is in CH state during move's duration.
6P
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.
- Floats on CH (untechable for 50f), also combos into (f.S) > 2S or jc > falling j.H.
- See combo page for more specifics.
6K
An 18 frame, nearly unreactable overhead with short range. Terrifying mixup tool.
Only used during oki situations for three reasons. One, no buttons gatling into 6K. Two, no opponent would ever just sit there and let Potemkin stagger into an overhead at close range, as they're too busy screaming bloody murder. Three, if you somehow find an opponent who is willing to just sit there, you already know what to doGuard176 pixelsStartup3Recovery37Advantage-.
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.
- 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.
Gatling Options: 2D
6H
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.
- FRC timing 20-21F.
2P
2P is almost a dead button, nigh worthless due to its terrible speed and shouldn't be used often. Its best use is to poke Eddie's shadow from far away at little risk to yourself. Otherwise any other normal would do you better.
Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
2K
2K comes out as fast as 5K with better range, but has a lower attack level, higher recovery, and fewer active frames. Not a bad button, but not as widely applicable as 5K, and the reward on hit is rather poor.
- 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
2S
Everyone's favorite move. Likely Potemkin's best normal in terms of overall usefulness.
Good range, high attack level, staggers on counter-hit, but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. Can follow up with 2H at close range for massive combos, and combined with HFBGuardStartupRecoveryTotal 15Advantage- it's 0 on block. In neutral it's a sidegrade from f.S, with less active frames but more disjoint and harder to low profile.
This move will become your best friend. You will share many journeys and tales with it, win many matches thanks to it, but don't get emotional when it's goneGuardAllStartup14Recovery18Advantage-4.
Gatling Options: 2H, 5D, 2D
2H
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.
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.
Has an FRC point, but it's mostly situational, used for some anti-burst option selects and not much else.
- FRC timing 13-15F.
Gatling Options: 5D, 2D
2D
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).
j.P
Important for gaining some height in Pot's air combos. Low attack level makes it good for tick throws after a jump in.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
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
j.S
Probably Potemkin's best air move, with a nice, tall hitbox. Good for safejumps. On counter hit gives a fully untechable ground bounce giving you plenty of options to follow up.
Gatling Options: j.P, j.H, j.D
j.H
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
j.D
Pot Butt. After a brief pause, Potemkin drops rapidly to the ground. Silly air normal with many uses, but shouldn't be relied upon.
Catching an air opponent plummets them to the earth with you for a knockdown. Can change the angle of descent by holding left/right, and has lower body invuln.
While useful for many things; getting to the ground faster, whiffing it for surprise busters, and as an anti-anti-air, j.D is also very gimmicky. Potemkin should rarely ever be in the air, and there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. Don't throw it out willy-nilly.
Combos after j.S for a knockdown into whatever oki you please.
Note: The throw cross on the hitbox is apparently not correct and is higher up on Pot's body somewhere.
Universal Mechanics
Throw
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.
- FRC timing 40~44F (frames 11~15 after tossing the opponent)
Air Throw
A particularly satisfying airthrow with huge range. Slams the opponent down on hit.
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, otherwise gives a knockdown.
Special Moves
Mega Fist
236P or 214P
- Both Versions
Knocks down the opponent on hit, and has two FRC points.
- 236P / Forward
Forward lets you close the distance on your opponent and jump over slow pokes, but is otherwise inferior to Reverse in every way. Not useful as a mixup tool either, or honestly useful in general for most matchups. Oddly only Level 2 on block.
Has some interesting FRCs. The first FRC point is before the hit, turning the move into a weird command jump that can be jump installed for air options. The second FRC point is during the first active frames making it safer if blocked.
- 214P / Backward
Better as a raw attack than Forward and okay as a defensive option, but still rarely seen. You'll most often get this because you misinput Potemkin Buster. Compared to Forward, it has a high attack level, more active frames, less recovery, and staggers on counter hit for big damage.
Can be FRC'd on frames 25-26F, and 28-29F. Yes, they're a frame apart. No, I don't know why.
Slide Head
236S
One of Potemkin's more interesting moves, used as an anti-zoning and fullscreen knockdown tool.
Slide Head has two different attacks during its active frames. If either hit, the opponent gets knocked down and kept them there for an extra 40 frames over normal knockdown length, giving Pot time to advance. 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.). 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.
Has a secondary use in oki. It has a very similar animation to 6K, but as previously stated the first hit is a low while the move will instead become unblockable if spaced and requires a completely different response. This is generally only worth it along with the FRC, but makes blocking all the harder.
- FRC timing 27-29F
Hammer Fall
[4]6H
Potemkin's second most important move, an armored charging attack that does it all. Requires a 30f charge time.
Lunges forward with a single hit of armor for a certain distance or until he reaches the opponent, then smashes his fists together. Deals huge damage, and causes a knockdown when it connects on a grounded opponent. The armor and speed of Hammerfall makes it amazing for crushing opponents who try to keep Potemkin away with slower buttons, and as a frametrap or anti-jump during pressure.
Hammerfall's second yet most important trait is its ability to be cancelled into Hammerfall Break (or Hammerfall Brake, if you will), which can be used to dramatically reduce the recovery of many attacks and/or move Potemkin forward during his pressure. By itself Hammerfall is already fantastic, but with this it sets Potemkin apart from any other grappler.
Because of its wide use, Hammerfall should be charged by holding back whenever possible, often referred to as Potemkin's ABCs. Note that Potemkin cannot cancel the first frame of Hammerfall, as he must first enter Hammerfall before he is able to cancel it. Additionally, the lack of an input buffer requires P to be input distinctly after H.
Hammerfall also has an FRC window, which begins 3F after hitstop or 3F of Potemkin's fists connecting on whiff. This FRC is one of the best in the game, as it turns Hammerfall massively plus (+14) and enables explosive combos. It is likely the most important FRC for Potemkin to learn.
Hammer Fall Break
P during Hammer Fall
HFB Frame Advantage Cheat Sheet | ||
---|---|---|
Attack | On-Block | On Block + HFB |
5P | -1 | -7 |
2P | -2 | -7 |
c.S | 0 | -3 |
5K | -4 | -3 |
2K | -6 | -5 |
2S | -2 | 0 |
2D | -5 | -3 |
6K | -4 | +2 |
5H | -4 | +2 |
f.S | -11 | -3 |
6P | -9 | 0 |
6H | -11 | +7 |
2H | -21 | +2 |
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.
Fastest possible Hammer Fall Break completes in 16F, 1F of Hammer Fall and 15F of Hammer Fall Break.
- FRC timing 3-10F.
F.D.B.
63214S
Flick Dat Back! A mighty flick with two separate aspects: the attack and the reflect (see below).
The attack portion sports a huge, disjointed hitbox extended well beyond and above the flick itself and good priority. If it hits a grounded opponent, they'll be staggered, and a counter-hit will catapult the opponent across the screen and cause a wallstick for followups if Potemkin is close enough. On block, they'll be pushed away a good distance, but it's fortunately plus on block. Can be used as a frametrap if Potemkin is spaced out and doesn't want to risk Hammerfall, but sadly gives little reward on an air hit.
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. 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.
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.
Reflectable Projectiles Table | ||
---|---|---|
Character | Flickable Moves | |
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 |
| |
Sol Badguy | ||
Testament |
| |
Venom |
| |
Zappa |
Potemkin Buster
632146P
The grab to end all grabs, that which all of Potemkin's game plan is centered around, and set the groundwork for many future grapplers. Potemkin Buster puts terror in your offense, reinforces your defense, steals games, destroys health bars, and makes people hate your character. Every Buster landed feels like a victory of its own.
With 3f startup and 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, for even higher damage and meterbuild.
Heat Knuckle
623H
An unblockable anti-air grab best used in combos or to stop people jumping away after Hammerfall Brake. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air in neutral is somewhat limited.
Only hits airborne opponents, and unceremoniously drops them to the ground in front of you for great oki. If that's not good enough for you, during the first 50f of the move (visually, until the third hit) you can cancel it into Heat Extend for big damage, big meterbuild, and a big launch.
There is an FRC point that is only available on whiff, thus meaning you can use it to make it safer if it misses. This gives a potential Option Select A 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.
- FRC timing 23-24F, on whiff only.
- Fun Fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them)
Heat Extend
63214H during Heat Knuckle
Heat Knuckle followup. Blast their body across the map, and build tons of meter.
Midscreen, you sacrifice oki for using this, and will need to Hammerfall in to regain footing. This doesn't render it useless, as sometimes the damage is just enough to close out the round, or the extra damage and meter are deemed useful enough to you that it's fine having a worse oki situation. In the corner you don't sacrifice as much, but you'll still need to Hammerfall.
- 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.
Force Breaks
Judge Gauntlet
63214D
This move sucks. What, you wanted us to be non-partisan? No, this move sucks. The quicker you forget it exists, the better you'll be at playing Potemkin.
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 never be used. It's an extremely slow telegraphed reversal that informs your opponent if they hit it to jump/roman/special/whatever cancel to make themselves safe and then punish you. With 28f startup, this move is slower than even the most reactable overheads. Doesn't even work against meaties since the armor only starts after frame 1.
Only hardcore flowcharters will get hit by this move, and if they're flowcharting that hard you should consider IB or Backdash Buster instead. Judge Gauntlet stands as nothing more than a noob trap, utterly worthless in every field for Potemkin all the while costing meter, and its only redeeming quality is that it looks cool.
Startup can be cancelled with P, but this has no practical usage other than as a gimmick during pressure to catch people looking for HFB Buster. Cancel animation is 14F.
Aerial Potemkin Buster
j.632146D
Most fun combo tool in the game, somewhat tricky to use and not actually a grab.
Will connect as part of a combo, but you can't cancel into it from air normals. You'll mostly use it as a followup to ground attacks like counter-hit 6P, a 2H followed by Hammerfall Break, or after midair jump cancels. On hit, Potemkin jumps in the opposite direction from the one he was originally traveling and busters the opponent with a slightly different knockdown arc and a mostly useless FRC.
In the corner, c.S > APB and 2H > HFB > APB loops into themselves, creating the Potemkin Bus Tour which has no stops and only lets you off when you're dead. This lends itself greatly to cashing out on tension and closing rounds, since c.S connects after a ground Potemkin Buster in the corner.
Actually hits mid and whiffs on grounded opponents, so it can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it.
Overdrives
Giganter
632146H
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.
Gigantic Bullet
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
236236S
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.
Instant Kill
Magnum Opera
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.
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.