From Dustloop Wiki
Jump to navigation Jump to search

Template-info.png This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.
Template-info.png This page is missing significant information. You can help by editing it.

General Tactics


Good defense is Potemkin's most reliable asset. Damage and fear comes naturally, but bad defense can't be made up for. Learn to Instant Block and Slashback, and use these tools as often as you can. Learn blockstrings for other characters and figure out their weak points where you can Instant Block or Slashback > Potemkin Buster to turn the tables on their pressure. Don't forget about Faultless Defense, either. Sometimes FD will get you out of a situation that IB won't.

Potemkin is huge, and he has huge Guts, but don't delude yourself into thinking this makes you safe. If you play smart and avoid putting yourself in bad situations, you can stay on top of the match and open up more opportunities to unleash your ridiculous damage potential.


Potemkin is slow, but don't let that scare you from moving forward. It builds tension, keeps your opponent in range of your normals, and it's just plain scary. If you get a Sliding Head at long range, walking forward can build more tension than Hammer Fall, though obviously it won't get you as close. If you go to the air, avoid Super Jumping. Regular jumps get you about as far forward, and you can hold on to your double jump to avoid attacks or adjust to your opponent's positioning.


Any normal HFB'd (outside 5D)into an RPS between a pressure extension, heat, or buster serves as potemkin's main way of forcing mixes. Keep in mind that all of pot's normals outside 2S, and HS normals are minus after instant HFB on block, meaning they are naturally weak to abare. However, you can beat preemptive abare by going into hammerfall instead of canceling it.



Potemkin's okizeme fluctuates between safejumps, 5k, 6k, and raw buster. 5K/6K is your main mix on oki if you cannot safejump in time.

Tips and Tricks

2S on Block into a Potemkin Buster once your opponent is close enough is a tricky (if not risky) maneuver that can trip up your opponent more often than not, especially since there's a good chance that they've underestimated the grab range of Potemkin Buster. Whilst the opponent is in blockstun they have little other means of getting out and are VERY much trapped in every sense of the word. Abuse this as often as you can once you've scared the opponent into respecting your normals.

Fighting Potemkin