GGST/Potemkin: Difference between revisions

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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



Overview
Overview

 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.

Pros
Cons
  • 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.
Error: No field named "weight" found for any of the specified database tables.
Potemkin

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 11 7 25 - -

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

6H

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55 All 13 5 35 - -

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

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Potemkin Buster

632146P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
175 Ground Throw 5 4 37 - -

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,8×7,60 Air Guard Crush 12 4 18 - -

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

Slide Head

236S

Hammer Fall

[4]6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hammer Fall
58 All 18~62 2 26 - -
Break
Hammer Fall > P
N/A N/A 27 - -

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)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Flick
55 All 18~36 4 19 - -
Reflected
50 All 1 - -

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)

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)

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
190 Air Throw 12+0 15 16 - -

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 All 10+1 5 17 - -

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.

External References

Navigation

To edit frame data, edit values in GGST/Potemkin/Data.

Template:Navbar-GGST