GGACR/Potemkin

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Overview
Overview

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

Pros
Cons
  • 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.
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 FallGGAC Potemkin 46H.pngGuardMidStartup19~35Recovery27Advantage-18, and then canceling the Hammer Fall with Hammer Fall BreakGGAC Potemkin hammerBreak.pngGuardStartupRecoveryTotal 15Advantage- 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: 2HGGAC Potemkin 2H.pngGuardMidStartup13Recovery35Advantage-21 is -21 on block. When HFB is used it becomes +2 on block. Similarly, 2SGGAC Potemkin 2S.pngGuardMidStartup13Recovery16Advantage-2 goes from a -2 on-block move into a 0 on block move with the threat of a 3 frame command grabGGACR Potemkin 632146P.pngGuard176 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.
GGACR Potemkin Nameplate.png
GGACR Potemkin Portrait.png
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
Guilty Bits Character Intro

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
58 Mid 15 7 16 -4 5

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

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
35 Mid 13 7 19 -9 1~4F Upper Body
5~14F Above Knees
4

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High 18 3 20 -4 1~15F Throw 5

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 doGGACR Potemkin 632146P.pngGuard176 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
90 Mid 23 5 30 -11 5

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

2K

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
36 Mid 13 3 16 -2 4

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 HFBGGAC Potemkin hammerBreak.pngGuardStartupRecoveryTotal 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 goneGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4.


Gatling Options: 2H, 5D, 2D

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
66 Mid 13 5 35 -21 5

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

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
45 High/Air 11 Until landing 8 after landing 9F~Landing Butt 4

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

Air Throw

Dead Angle Attack

Special Moves

Mega Fist

236P or 214P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236P 50 High/Air 25 8 0+13 after landing -9 1~24F Lower Body 3
214P 50 High/Air 25 9 0+6 after landing +4 1~24F Lower Body 5

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40, 0 Low, Unblockable 23 2(2)1 25 -11 1~16F Above Feet,
26~35F Above Knees
5

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 Mid 19~35 2 27 -18 1F~1st active frame: Armor 4

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 15

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Flick 40 All 21 3 12 +2 4~14F Reflect 4
Projectile 16 All 1 98 Total 22 1~End Strike 3

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
  • AvoidanceGGAC ABA kihi.pngGuardAllStartup35RecoveryTotal 40Advantage+18
  • FB AvoidanceGGACR ABA FB kihi.pngGuardAllStartup51RecoveryTotal 38Advantage+45 (Explosion only.)
  • EradicationGGAC ABA konzetsu.pngGuardAllStartup16(17)RecoveryUntil landing+12Advantage-
  • AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5 (Must input before the super flash.)
 Anji Mito
  • ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7/FB ShitsuGGAC Anji FBShitsu.pngGuardAll, High/Air×2Startup21RecoveryTotal 50Advantage-9 (Both forms.)
  • Shin: IsshikiGGAC Anji ShinIsshiki.pngGuardAllStartup36RecoveryTotal 50+8 after landingAdvantage+17
  • Issei Ougi: SaiGGAC Anji IsseiOugiSai.pngGuardAllStartup7+3Recovery63Advantage-40 (Must input before the super flash.)
 Axl Low
  • Rensen GekiGGAC Axl Rensen.pngGuardMidStartup12Recovery39Advantage-15
  • Kokuu GekiGGAC Axl KokuuGeki.pngGuardMidStartup7RecoveryUntil Landing+12Advantage-
  • FB Kyokusa GekiGGAC Axl Kyokusa.pngGuardMidStartup8Recovery30Advantage-8
  • Byakue RenshouGGAC Axl Byakue-1.pngGuardMidStartup14+1Recovery41Advantage-14 (Second part only.)
 Baiken
  • Tatami GaeshiGGAC Baiken 236K.pngGuardAllStartup15Recovery9Advantage-6/FB Tatami GaeshiGGACR Baiken 236D.pngGuardAllStartup14RecoveryTotal 47Advantage-3
 Bridget
  • Yoyo RecallGGAC Bridget YoyoCallback.pngGuardAllStartup12RecoveryTotal 20Advantage+22
  • Jagged RogerGGAC Bridget 214H.pngGuardAllStartup38RecoveryTotal 32Advantage+36/FB Jagged RogerGGAC Bridget 214H.pngGuardAllStartup38RecoveryTotal 39Advantage+54 (Following hits still have to be blocked.)
  • Roger HugGGAC Bridget 623H.pngGuardAllStartup34RecoveryTotal 40Advantage+20 (The yoyo will still stick to you.)
  • Roger GetGGACR Bridget 421H-1.pngGuardAllStartup19RecoveryTotal 30Advantage- (Flicking Roger in the air cancels the ground hit.)
  • Maintenance DisasterGGAC Bridget 4123641236S.pngGuardMidStartup4+0RecoveryTotal 44Advantage- (Must be timed extremely well before the super flash.)
  • Me and My Killing MachineGGAC Bridget 632146H.pngGuardAllStartup1+23RecoveryTotal 32Advantage- (Following hits still have to be blocked unless you're on the very edge of it.)
 Chipp Zanuff
  • Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5/FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15
 Dizzy
  • It Started Out as Just LightGGAC Dizzy 236K.pngGuardAllStartup32RecoveryTotal 51Advantage+11
  • I Use This to FishGGAC Dizzy 236H.pngGuardAllStartup14Recovery42Advantage-23
  • My Talking BuddiesGGAC Dizzy 214P.pngGuardAllStartup77 (44)Recovery19 [Total 36]Advantage- (S/H versions, resulting projectile will destroy the fish.)
  • I Use This to Get FruitGGAC Dizzy 421S.pngGuardAllStartup22RecoveryTotal 37Advantage-/FB I Use This to Get FruitGGACR Dizzy 421D.pngGuardAllStartup31RecoveryTotal 47Advantage-
  • Please Leave Me AloneGGAC Dizzy j214P.pngGuardAllStartup13RecoveryAdvantage-/FB Please Leave Me AloneGGAC Dizzy j214D.pngGuardAllStartup13RecoveryAdvantage- (Pop only.)
  • Imperial RayGGAC Dizzy 632146S.pngGuardAllStartup7+0RecoveryTotal 41Advantage- (F.D.B. can be input during the super flash if you aren't point blank.)
  • Gamma RayGGAC Dizzy 64641236H-2.pngGuardAllStartup16+7RecoveryAdvantage-31 (F.D.B. can be input during the super flash at any range.)
 Eddie
  • Invite HellGGAC Eddie 22S.pngGuardLow/AirStartup18RecoveryTotal 42Advantage+2
  • Overhead AttackGGAC Eddie LilEddieD.pngGuardHigh/AirStartup28RecoveryTotal 37Advantage-
  • Drill Special ViceGGAC Eddie LilEddieWeissH.pngGuardLow/Air×2, AllStartup147RecoveryTotal 139Advantage-
  • Drill SpecialGGAC Eddie 22D.pngGuardLow/Air, All×2Startup20RecoveryTotal 62Advantage+8
  • AmorphousGGAC Eddie 632146H.pngGuardMidStartup8+8Recovery28Advantage-17 (F.D.B. can be input at mid-range on reaction, but it hits if you're too close.)
 Faust
  • LoveGGAC Faust j236P.pngGuardAllStartup21RecoveryTotal 39+5 after landingAdvantage-
  • What Could This Be?GGAC Faust 236P.pngGuardStartup13~RecoveryTotal 23Advantage-/W-W-What Could This Be?GGAC Faust 236P.pngGuardStartup1+6~RecoveryTotal 46Advantage-
    • BombGGXXACR Faust Bomb.pngGuardAllStartup134 [132]RecoveryAdvantage- (Explosion only.)
    • Chibi FaustGGXXACPR Chibis.pngGuardAllStartup39 [35]RecoveryAdvantage-/Chibi Robo-KyGGXXACPR Chibis.pngGuardAllStartup39 [35]RecoveryAdvantage-/Chibi PotemkinGGXXACPR Chibis.pngGuardAllStartup13 [9]RecoveryAdvantage- (Chibi Potemkin can be flicked three times.)
    • CoinGGXXACR Faust Coin.pngGuardAllStartup13 [9]RecoveryAdvantage-
    • DumbbellGGXXACR Faust Dumbell.pngGuardAllStartup13RecoveryAdvantage-
    • HammerGGXXACR Faust Hammer.pngGuardAllStartup13 [9]RecoveryAdvantage-
    • MeteorsGGXXACR Faust Meteors.pngGuardAllStartup196 [192]RecoveryAdvantage-
    • Wash PanGGXXACR Faust Tarai.pngGuardAllStartupSee notesRecoveryAdvantage-
 I-No
  • f.SGGAC Ino fS.pngGuardMidStartup19Recovery1Advantage+5
  • Antidepressant ScaleGGAC Ino 214P.pngGuardAllStartup19RecoveryTotal 50Advantage-11/FB Antidepressant ScaleGGAC Ino 214D.pngGuardAllStartup15RecoveryTotal 42Advantage+10
  • Horizontal Chemical LoveGGAC Ino 632146K.pngGuardAllStartup11Recovery12+8 after landingAdvantage+3
  • Vertical Chemical LoveGGAC Ino 632146S.pngGuardAllStartup11Recovery11+13 after landingAdvantage-8
  • Ultimate FortissimoGGAC Ino j2363214S2.pngGuardAllStartup7+0RecoveryUntil landingAdvantage+27 (Can be flicked on reaction if I-No is high enough.)
  • Longing DesperationGGAC Ino 632146H.pngGuardAllStartup7+2Recovery10Advantage+1 (Can be flicked on reaction at a distance.)
 Jam Kuradoberi
  • RenhoukyakuGGAC Jam 632146H.pngGuardAllStartup10+0Recovery9Advantage+1 (Must input before the super flash.)
 Johnny
  • Glitter is GoldGGACR Johnny Glitter.pngGuardAllStartup5RecoveryTotal 20Advantage+4
  • Mist FinerGGAC Johnny 236K.pngGuardAllStartup9+6Recovery33Advantage-19 (All versions and levels. The projectile beats out the additional hits of Lv3.)
  • Divine BladeGGAC Johnny 623SS.pngGuardAllStartup5+7RecoveryUntil landing+7Advantage- (Projectile might go the wrong way if Johnny crosses you up.)
 Justice
  • S.B.T.GGAC Justice 421K.pngGuardMid, AllStartup7Recovery36Advantage-10 (Second hit only.)
  • N.B. (Can flick during travel or upon detonation.)
  • Imperial RayGGAC Justice 641236S.pngGuardAllStartup5+2Recovery25Advantage+8
  • Gamma RayGGAC Justice 46463214H.pngGuardAllStartup10+1Recovery36Advantage-5 (You'll will have to block the rest regardless.)
 Kliff Undersn
  • Bellowing RoarGGAC Kliff 236P.pngGuardAllStartup16Recovery4Advantage+3/FB Bellowing RoarGGAC Kliff j236D.pngGuardAllStartup8RecoveryTotal 25Advantage-
  • Limb SevererGGAC Kliff j41236S.pngGuardHigh/Air, AllStartup14Recovery26Advantage-6 (Shockwave only.)
  • Reflex RoarGGAC Kliff 236236H.pngGuardAllStartup17+6Recovery19Advantage-28
  • TauntGGAC Kliff taunt.pngGuardAllStartup61RecoveryTotal 120Advantage-
 Ky Kiske
  • j.DGGAC Ky jD.pngGuardAllStartup38RecoveryTotal 20+11 after landingAdvantage-
  • Stun EdgeGGAC Ky StunEdge.pngGuardAllStartup10RecoveryTotal 41Advantage-5/Air Stun EdgeGGAC Ky AirStunEdge.pngGuardAllStartup15RecoveryTotal 59+14 after landingAdvantage-
  • Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18/Air Charged Stun EdgeGGAC Ky ACSE.pngGuardAllStartup31RecoveryTotal 63+14 after landingAdvantage-
  • Lightning SphereGGAC Ky Orb.pngGuardMidStartup6Recovery4Advantage+8
  • Stun RaisingGGACR Ky j214D.pngGuardMidStartup45RecoveryTotal 22Advantage-
  • Sacred EdgeGGAC Ky SacredEdge.pngGuardAllStartup5+3RecoveryTotal 36Advantage+13 (Reactable if you aren't point blank.)
 May
  • Applause for the Victim[[File:|130x200px]]GuardAllStartup49RecoveryAdvantage3
  • Go, Mr. Dolphin! HorizontalGGAC May 46SD.pngGuardAllStartup1RecoveryUntil landing+11Advantage+13/Go, Mr. Dolphin! VerticalGGAC May 28SD.pngGuardAllStartup1RecoveryTotal 16Advantage-
  • Deluxe Goshogawara BomberGGAC May 63214SP.pngGuardMidStartup11Recovery14Advantage+20 (Orca only.)
  • Great Yamada AttackGGAC May 236236S.pngGuardMidStartup9+0RecoveryTotal 74Advantage-
 Millia Rage
  • Tandem TopGGAC Millia 236S.pngGuardAllStartup11Recovery15Advantage-1/FB Pretty MazeGGAC Millia 236D.pngGuardAllStartup43RecoveryTotal 33Advantage- (H and D versions become active later into their animations.)
  • Silent Force
  • Secret GardenGGAC Millia 214H.pngGuardAllStartup56RecoveryTotal 74Advantage-/FB Secret GardenGGAC Millia j214D.pngGuardAllStartup34RecoveryTotal 68Advantage-
  • Emerald RainGGAC Millia 236236S.pngGuardAllStartup4+2RecoveryTotal 75Advantage-3
 Order-Sol
  • 6PGGAC OSol 6P.pngGuardMidStartup20Recovery9Advantage+2
  • Blockhead BusterGGAC OSol 236P.pngGuardAllStartup12RecoveryTotal 42Advantage-2 (All levels. Initial close range hit is not a porejectile. Lv3 still needs to be blocked.)
  • Gun BlazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9
  • Charge BurstGGAC OSol 214DH.pngGuardAllStartup19Recovery35Advantage-10
  • Savage FangGGAC OSol 632146P.pngGuardAllStartup3+2Recovery27Advantage-13 (All levels. Lv1 and 2 can be done on reaction if you're a character width away. Lv3 requires a close range read.)
 Potemkin
  • GiganterGGAC Potemkin 632146H.pngGuardAllStartup9+8RecoveryTotal 41Advantage+9
  • F.D.B. ReflectGGAC Potemkin flickBullet.pngGuardAllStartup1RecoveryTotal 22Advantage- (New projectile is made on every reflect.)
 Robo-Ky
  • 6PGGAC RoboKy 6P.pngGuardMidStartup11Recovery36Advantage-4 (You'll need to block if they continue to mash.)
  • 2HGGAC RoboKy 2H-1.pngGuardMidStartup14RecoveryTotal 51Advantage-7
  • Don't Get Coc-KY!GGAC RoboKy 236S.pngGuardAllStartup24RecoveryTotal 57Advantage+22 (All levels.)
  • Jun-KY BargainGGAC RoboKy j236S.pngGuardAllStartup11RecoveryTotal 47+14 after landingAdvantage- (All levels.)
 Sol Badguy
  • Gun FlameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3/DI Gun FlameGGACR Sol 236P DI.pngGuardAllStartup20Recovery7Advantage+7
  • FB Tyrant Rave
  • Tyrant Rave ver. BetaGGAC Sol 632146H1.pngGuardMid, AllStartup5+1Recovery31Advantage-15 (Second hit only.)
 Testament
  • Phantom SoulGGAC Testament 236P.pngGuardAllStartup31RecoveryTotal 47Advantage-/FB Phantom SoulGGACR Testament 236D.pngGuardStartup80RecoveryTotal 35Advantage- (You will still get cursed by FB version.)
  • Curse Attacks (Nosedive and thrown feathers only.)
  • EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16
  • Nightmare CircularGGAC Testament 632146H.pngGuardAllStartup0+226RecoveryTotal 21Advantage- (Reactable at any range.)
 Venom
  • Hit BallGGAC Venom Active Ball.pngGuardAllStartupN/ARecoveryN/AAdvantageVariable/Lightning BallGGAC Venom lightningBall.pngGuardAllStartupN/ARecoveryN/AAdvantageVariable (Can only be flicked when in motion.)
  • Stinger AimGGAC Venom 46S.pngGuardAllStartup13RecoveryTotal 37Advantage+2/FB Stinger AimGGAC Venom 46S.pngGuardAllStartup9RecoveryTotal 38Advantage-3
  • Carcass RaidGGAC Venom 28S.pngGuardAllStartup16RecoveryTotal 34Advantage+8/FB Carcass RaidGGAC Venom 28H.pngGuardAllStartup13RecoveryTotal 32Advantage+7
  • Dark AngelGGAC Venom 214236S.pngGuardAllStartup7+18Recovery10Advantage- (Still need to block the remaining hits after a successful flick.)
  • Red HailGGAC Venom j236236H.pngGuardAllStartup10+0Recovery25+9 after landingAdvantage- (Can be flicked multiple times with proper timing.)
 Zappa
  • Please Don't Come Back
    • BananaGGAC Zappa banana.pngGuardLowStartupRecoveryAdvantage- (Must be flicked before landing.)
    • Golf BallGGAC Zappa golfball.pngGuardAllStartup38RecoveryAdvantage-
    • Potted PlantGGAC Zappa hachiue.pngGuardAllStartup1RecoveryAdvantage-
  • Darkness AnthemGGAC Zappa darkness.pngGuardMidStartup25Recovery8Advantage+7 (Difficult but possible to flick the unlaunched orb.)

Potemkin Buster

632146P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
160 176 pixels 3 1 37 1~2F Front Foot
1~16F Throw
3~5F All

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 15×2, 40 Unblockable, FD×3 14 1 22 1, 5×3

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
95 FD Strike 5

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.

Force Breaks

Judge Gauntlet

63214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
85 Mid 28 [10] 6 28 -15 2~28F Armor 5

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 despite hitting mid and supposedly being a defensive option. 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 140 FD 5 1 Until landing+12 1~9F Throw 5

Most fun combo tool in the game, somewhat tricky to use and not actually a grab. Takes all the suck from Judge Gauntlet and turns it into goodness.

Connects 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 an FRC for even more damage.

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.

  • FRC timing 9-11F (after throw)

Overdrives

Giganter

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
45 All 9+8 48 Total 41 +9 1~9F All
10~15F Strike
5

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

Heavenly Potemkin Buster

236236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
170 Unblockable 12+1 15 10 1~12F All
13~27F Upper Body

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

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. 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.


External References

Navigation

 Potemkin
To edit frame data, edit values in GGACR/Potemkin/Data.
Systems Pages