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Beware of whiffing this special on characters with long range buttons (Axl, Ino, etc) | Beware of whiffing this special on characters with long range buttons (Axl, Ino, etc) | ||
{| class="mw-collapsible mw-collapsed wikitable" | |||
|- | |||
|+'''FDB Reflectable Projectiles Table''' | |||
|- | |||
!Character | |||
!Move | |||
|- | |||
|Anji | |||
|Shitsu (Both butterfly and bird) | |||
Fuujin Followup Shin: Ichishiki | |||
|- | |||
|Axl | |||
|Rensen | |||
Winter Cherry Rensen Followup | |||
|- | |||
|Chipp | |||
| | |||
|- | |||
|Faust | |||
|Love (Bag and explosion) | |||
What Could This Be? - Bomb (Explosion only) | |||
[https://youtu.be/tb1ybOXOBMo What Could This Be? - Meteors] ([https://youtu.be/J2SY4qTT8R4 Hitting another meteor nullifies reflected projectile]) | |||
|- | |||
|Giovanna | |||
| | |||
|- | |||
|I-no | |||
|Antidepressant Scale | |||
Chemical Love | |||
|- | |||
|Ky Kiske | |||
|Stun Edge (ground, air) | |||
Charged Stun Edge | |||
j.D | |||
|- | |||
|Leo Whitefang | |||
|Gravierte Wurde (S and H versions) | |||
|- | |||
|May | |||
|Arisugawa Sparkle (P and K versions) | |||
|- | |||
|Millia Rage | |||
|Tandem Top (S and H version) | |||
|- | |||
|Nagoriyuki | |||
|Zarameyuki | |||
Blood Rage activation | |||
|- | |||
|Potemkin | |||
| | |||
|- | |||
|Ramlethal Valentine | |||
|Banjoneto (S and H versions) (Nullifies reflected projectile) | |||
[https://youtu.be/KmeeX2l3abI Banjoneto Followup Explosion] ([https://youtu.be/A6fHUbKATEQ May nullify reflected projectile]) | |||
|- | |||
|Sol Badguy | |||
|Gunflame | |||
|- | |||
|Zato-1 | |||
|"That's a lot!" | |||
Invite Hell | |||
|} | |||
</div> | </div> | ||
</div> | </div> |
Revision as of 15:07, 12 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Potemkin Potemkin , the mainstay big bodied grappler of the Guilty Gear series. He approaches the opponent with moves like Hammerfall and Slide Head and then puts the opponent into a situation where he may punish their mistakes with his gargantuan damage output from his signature command grab, Potemkin Buster, or his above average combo damage.
- Absurd Damage Output: In Strive, Potemkin Buster's damage levels have been cranked up to ridiculous levels, as well as Potemkin's normal and counter-hit combos doing easily above average levels of damage.
- High Defensive Stats: Potemkin's defense modifier is the highest in the game, other than Giovanna in her powered up state. This allows you to take more hits and use your life bar as a resource.
- Large Hitboxes: Boasting some of the largest hitboxes in the game which lend him above average area control, such as f.S, 5HS, or 2D.
- Super Armor: Both Hammerfall and Slide Head have super armor properties. This allows Potemkin to deal with certain moves well and to have a good neutral presence.
- Lack of Mobility: Potemkin possesses no run, air dash, or step dash. This means that it takes a lot of effort to close the gap, and the ways that he does so are unconventional.
- Large Hurtboxes: A big body means that whiff punishing his larger attacks will be easier than average, and he will have to start block some attacks earlier than other characters due to his wide and tall hurtbox.
- Zoner Issues: Characters such as Axl are very difficult to deal with to Potemkin. Due to his limited mobility you have to rely on patience and your tools, such as F.D.B. and Slide Head, to make your way through.
- Slower Attacks: The speed on Potemkin's normals is lower than average, meaning that in some situations he will have a hard time with faster and more agile opponents.
Potemkin |
---|
Normal Moves
5P
Since this is Potemkin's fastest normal, it is inherently useful in some cases where it's speed it needed. It is large for it's speed, and can be used as a quick anti-air or short-ranged poke. Whiffs on crouching opponents, just like Xrd.
5K
A standing low with decent range and great active frames. Can be used as a meaty to score a knockdown along with 2D.
c.S
A fantastic button all around. Fairly fast, solid hitbox, and great frame advantage on hit and on block. It's frame advantage on block gives Potemkin access to some scary frame traps.
f.S
A large poke with a great hitbox, can be used to smack people out of the air or whiff punish people on the ground as it gatlings into 5H. However the reward it offers on hit is somewhat limited without use of meter or counter hit as it cannot gatling into 2D.
5H
A huge poke that claims a lot of neutral space and hits very hard. However, it can be beaaten by things such as sword normals or fast projectiles as the hurtbox is along Potemkin's arm. Great reward on counter hit, allowing Potemkin to close the gap with Slide Head or Hammerfall depending on the distance of the opponent.
5D
Potemkin's version of the universal overhead. Uncharged version can be fairly rewarding on counter hit, but if you manage to get the charged version off Potemkin is rewarded with immense damage.
6P
Potemkin's go to anti-air. You'd think that due to his size, he'd have a hard time anti-airing, but this 6P has him sit down and still gives him a bunch of upper body invulnerability. It's great hitbox size smacks a lot of things out of the sky.
You will need meter to get any kind of real combo out of a hit, but on counter hit it gives a hard knockdown.
6K
A slow starting mid that moves Potemkin forward.
- Use to close space after 2P (or 2s?)
- Cancel into FDB to catch opponents mashing
- Hold FDB for a strong mental mixup
6H
2P
A quick short poke.
- Good to check runs/dashes
- Won't whiff as often as 5P will.
2K
2S
A strong poke with good range. Staggers on CH for a conversion or Hammerfall.
- Cancel into Slide Head for a knockdown/HFB mixup
2H
Large vertical uppercut. very strong anti-air option which goes directly into Heat Knuckle or Heavenly Potemkin Buster. This move is highly unsafe, so only use it when you're sure it will connect.
- Must be thrown out on a read due to slow start up and lack of invincibility.
- Cancel window for Heat Knuckle or HPB extension is early, so have your followup in mind
- Combos from c.S at close range
2D
Your go-to low poke or short combo ender. Hard knockdown on hit, allows for HFB into oki. Fast enough that it will punish some specials (like Stun Dipper) at the right range.
j.P
A Fast air-to-air option. Useful for when the opponent is above Potemkin, and j.H would be too slow. Chains into itself.
j.K
j.S
j.H
j.D
The butt slam. Stops all horizontal air movement and sends Potemkin straight down.
- After a whiffed HPB, j.D can be a hail mary left/right mixup.
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Potemkin Buster
632146P
Potemkin's main command grab. Your entire gameplan revolves around getting your opponent into this. Does massive damage on hit, has good range, and decent startup.
To extend its range, Kara Cancel 6K into it. This is done easiest by plinking? the Potemkin Buster input with K~P (so your input will be 632146K~P). This is generally referred to as "Kara Buster" and is important for catching opponents from further away. It'll also increase the startup by about 3 frames, so if you're already close there's not much reason to do it outside of getting a better tick throw window.
Heat Knuckle
623H
A now blockable anti air.
- High Damage
- Automatic Wall Break in the corner
- Grants a free Buster if they land close enough after blocking.
Probably actually gives better reward than Heat Knuckle did in Xrd. When blocked, the opponent plummets straight down and gives Potemkin huge advantage, potentially even inescapable busters for incredible damage (if the opponent lands in range. If they do not, it is a reset to neutral). It's a strange middle road from +R where you could choose between oki or damage + corner carry, but truly it only sounds bad at first glance.
Mega Fist
236P or 214P
Potemkin leaps forward or backward with a heavy double-punch. Forward mega fist is +3 on hit and block so it can be used in rapid succession to punish mashing. Due to Potemkin leaping in the air, mega fist is able to easily avoid most enemy attacks, usually causing an easy counter-hit. The large hit box leads to most anti-air attempts trading unless timed properly with a large hitbox.
Slide Head
236S
Potemkin falls forward and creates a shockwave that hits low and grants hard knockdown.
- A strong way to deal with zoning if you can react to projectile startups
- Can be canceled into from 2S making it a good threat to defensive characters
- Has one hit of armor
Hammer Fall
[4]6H
Potemkin lurches forward and clamps his fists together. Causes soft knockdown/instant tech on hit. HFB -> Pot Buster is a staple in Potemkin's gameplan. Practice it, live it, breathe it.
- Potemkin's best forward movement option.
- Can be canceled into Hammerfall break by pressing P while Potemkin is moving.
- Has a single hit of armor. Will lose to any projectile with multiple hits.
The break cancel window is much larger than previous iterations, so you can be VERY liberal with your distance. Practice the timing, you don't want to whiff Hammerfall in someone's face. You've already seen the video. You already know this loses to all the 6p's.
F.D.B.
63214S (Hold OK)
Potemkin leans down and flicks. A key part of Potemkin's anit-zoning toolkit.
- Has quite a large hitbox.
- Can be held to vary timing
Beware of whiffing this special on characters with long range buttons (Axl, Ino, etc)
Character | Move |
---|---|
Anji | Shitsu (Both butterfly and bird)
Fuujin Followup Shin: Ichishiki |
Axl | Rensen
Winter Cherry Rensen Followup |
Chipp | |
Faust | Love (Bag and explosion)
What Could This Be? - Bomb (Explosion only) What Could This Be? - Meteors (Hitting another meteor nullifies reflected projectile) |
Giovanna | |
I-no | Antidepressant Scale
Chemical Love |
Ky Kiske | Stun Edge (ground, air)
Charged Stun Edge j.D |
Leo Whitefang | Gravierte Wurde (S and H versions) |
May | Arisugawa Sparkle (P and K versions) |
Millia Rage | Tandem Top (S and H version) |
Nagoriyuki | Zarameyuki
Blood Rage activation |
Potemkin | |
Ramlethal Valentine | Banjoneto (S and H versions) (Nullifies reflected projectile)
Banjoneto Followup Explosion (May nullify reflected projectile) |
Sol Badguy | Gunflame |
Zato-1 | "That's a lot!"
Invite Hell |
Garuda Impact
214H
Overdrives
Heavenly Potemkin Buster
236236S
Potemkin leaps into the air at an angle, grabbing the opponent for MASSIVE damage.
- Quick startup lets you use this to react to jump ins
- Has decent priority, so it will beat many jump in options
- Has it's use as a movement tool if all else fails
LEGACY PLAYERS BEWARE the hitbox for HPB has been scaled back, and will whiff on wakeup jump back if you don't delay it.
Giganter Kai
632146H
Potemkin creates a Blue shield that slowly moves across the screen.
- Has infinite(?) projectile invincibility and will nullify any projectiles that come in contact with it
- Invincible on startup, making it a useful reversal tool
- Will stay on screen even if Potemkin is hit
Keep in mind, Giganter will NOT go full stage, so keep your screen position in mind.