GGST/Potemkin

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Revision as of 20:41, 2 November 2021 by Chemicalexposure (talk | contribs) (Who called this "a nice quick poke"? This move is abysmally slow lol)



Overview
Overview

Long-ranged attacks, good durability and powerful throws are what makes up the hulking juggernaut, Potemkin. His signature move is Potemkin Buster, a fast command grab with long range and tremendous power.

Potemkin’s gameplan revolves around finding ways to land Potemkin Buster and using other moves to punish counterplay. He has a wide array of anti-airs to stop jumping, including Heat Knuckle, an anti-air throw. Large normals, such as f.S and 5H, allow him to challenge both grounded and aerial opponents from ranges beyond throw range. 6H is particularly large, and his normals can be canceled into Mega Fist to close space or to disengage.

Potemkin’s weak point is slow movement, he can neither run nor air dash. He struggles against zoning as a result. Don’t be discouraged, Potemkin has several gap-closing tools. Hammer Fall is a forward sliding attack. Slide Head creates a shock wave that knocks grounded opponents down unless they block low. Both the aforementioned moves can also armor through one hit. He can even use F.D.B. to reflect projectiles. Right back at ya!

While useful, Potemkin’s gap-closing tools are unconventional and have weak points, so moving forward is generally unfavorable despite being necessary. But fear not, as his durability offset this weakness somewhat. In addition, his immense power and oppressive okizeme setups with Garuda Impact can quickly swing a match.

Potemkin is recommended for players who want to utilize powerful throws and long-ranged normals to instill fear in their opponent and punish them harder than anyone else!

 Potemkin  Potemkin , classified as a Power Grappler, is the mainstay grappler of the Guilty Gear series. He is slow, but durable and deals tremendous damage once you are in his grasp.

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, 5H, or 2D.
  • Terrifying Strike-Throw Mix: Potemkin's high damage, long range, good uses of meter, and surprisingly deceptive Kara-Buster can make it very scary to actively contest Potemkin's offense.
  • Armor: Both Hammerfall and Slide Head have 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 as 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.
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Potemkin

Normal Moves

5P

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
30 All 5 5 6 - -
Total: 15

  • Pot's fastest normal.
  • Whiffs on crouching opponents.

Since this is Potemkin's fastest normal, it is inherently useful in some cases where its speed is needed. It is large for its speed, and can be used as a quick anti-air or short-ranged poke.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

c.S

f.S

5H

5D

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
50 High 20 8 21 - -
Total: 48

Total: 56

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. It's especially good on counter hit. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo especially with Potemkin's damage.

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 - -
Total: 42

  • Frames 1-4 upper-body invul
  • Frames 5-17 above knees invul
  • Can be special canceled

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. Its great hitbox size smacks a lot of things out of the sky.

Can now be special canceled, primarily used for heat knuckle or garuda impact to start your pressure.

6K

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
45 All 22 5 18 - -
Total: 44

Potemkin does a very slow gap closing shoulder tackle. Awful move.

  • On block, leads to RPS that highly favours the defender. 6k > Hammerfall catches jumps but loses to 6p for a counterhit, and 6k > flick beats 6p but loses to jumps. Not only that, but you can react to Potemkin's movement and act accordingly. You will never get a buster against a competent opponent if they block 6k.
  • Blocked 6k has slightly more value against characters with 5f of prejump, such as another Potemkin, since 6k > flick will catch their jumps. However, the opponent can react to your movement and invalidate the RPS anyway.
    • Even if can't react and make the wrong read, both of these options do little damage and launch them far from you with soft knockdowns
  • On hit, it only links to Hammerfall and nothing else. On counterhit, you can link garuda. This will rarely ever happen because of the next bullet point
  • Worthless as a frame trap option. Leaves a large enough gap when gatling'd into by any P or K normal that even 7f normals will counterhit it, and from c.S you have far more rewarding frametrap options
  • Can be kara-canceled into any special for extra range. This is its best quality, and arguably only quality

One of the main usages of 6K in Strive is that it can now be kara-cancelled, meaning Potemkin can cancel the startup of 6K into special moves, preserving the forward movement it provides. This can result in a forward moving and slightly slower Potemkin Buster or Garuda Impact, a safe on block Mega Fist, and so on. Don't use it for anything else

An overview of Potemkin's kara cancels can be viewed on his Strategy Page.

6H

2P

2K

2S

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
45 All 14 3 18 - -
Total: 34

Since 2S is slower than c.S and f.S, you'd rather not use it in neutral. It's fantastic in combos, as it pops airborne opponents higher up and is really large and able to catch people falling to the ground.

On counterhit, it causes a stagger which allows you to convert into huge damage. Using 2S as a frametrap after something like c.S to score said counterhit is very scary.

Gatling Options: 5H, 2H

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 - -
Total: 52

A massive uppercut that opens a world of damage up to Potemkin. A good anti-air on a read, but due to its large hurtbox and less than stellar speed, it shouldn't be thrown out on reaction. 2H is a massive part of Potemkin's combo game, as it leads to his highest damaging combos. Beware the short range, as 2H will not consistently connect at some ranges.

2D

j.P

j.K

j.S

j.H

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 High 12 4 16 - -
Total: 31

The classic grappler body splash, with a Potemkin twist. Is wide enough to cross up, can be used as a big and slow air to air, and gives good damage on hit and even more on counterhit. What more could you ask for?

Do note however that just like many of Potemkin's other Heavy Slash normals, the hurtbox is big and the move is generally slow. Don't throw it out without any regard to your personal safety.

j.D

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
50 All 13 Until Landing 9 After landing - -
Total: 13

The classic butt slam. Stops all horizontal air movement and sends Potemkin straight down. You can no longer influence the direction since 4D/6D is now air grab. Useful to get out of the air quickly, avoid grabs like Heavy Mob Cemetary, or confuse your opponent with the change in momentum. Most often used as a quick way down to the floor following a whiffed Heavenly Potemkin Buster.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

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 - -
Total: 45

  • Exhibits some strange behavior where it will not hit opponents beyond point blank range until frame 6.

Potemkin's main command grab. Your entire game plan 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 1-2 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 - -
Total: 33

  • Automatic Wall Break in the corner.
  • If blocked, opponent has landing recovery frames cancelled and can immediately act upon landing.
  • A c.S or 5K can check an attempt to jump a PB attempt after blocked Heat Knuckle.
  • Advantage is height-dependent ranging from +10 to +1

Heat Knuckle is Potemkin's longer ranged anti-air. On hit, it locks the opponent into an animation that cannot be bursted. The impressive range and complete lack of hurtboxes on Potemkin's arm gives it great space control above and in front of Potemkin.

Useful for catching airdash-happy opponents and opponents who use early jump buttons (Ram, Axl, Sol, etc).

Although it looks like a grab, it can be blocked. On block it has high RISC gain, and puts the opponent in a guard crush state where they cannot YRC until landing and have no throw protection. If blocked at close range, Potemkin can attempt a hit/throw mixup with Potemkin Buster. If blocked from further away however, you're back to neutral.

Also, since it's no longer a throw, it can hit aerial attacks that extend the opponent's hurtbox (ex.  Axl's j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- and  Nagoriyuki's j.S).

Mega Fist

236P or 214P

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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
Total: 47

Total: 37

Total: 44

Potemkin leaps forward or backward with a heavy double-punch. 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. If used sparingly and with good spacing, it is a strong advancing tool.

  • Punishable on block, but can be safe at longer ranges due to its pushback.
  • If spaced such that it hits the opponent's toes, it's less disadvantageous on block and hit.
  • The kara version (236K~P) travels a much greater distance. Closes the gap on zoners quickly and is safer than Hammer Fall if blocked.
Backwards
  • Advantageous on block
  • Doing 2146K~P will perform a Kara Backwards Megafist. This will move Potemkin very slightly forward, at the cost of his +4 advantage (becomes -2 on block but also gains 20 damage). Performing Kara Backwards Megafist grants Potemkin a very damaging combo filler both midscreen and in corner.
  • In combos, 2146K~P has a 1F window just before the enemy hits the ground where it will apply a unique bounce. This makes followups notably easier, and makes certain combo routes possible on lightweights. This is not an OTG hit. With practice, it can be made consistent, but there are other routes that do similar damage without the 1F timing

This is the version you want to actually be using, simply because kBMFKara Backwards Mega Fist is safe on block and travels basically the same distance any way. It's also easy to confirm on hit and is basically better in every single way. The added startup and mildly different travel distance is an incredibly small price to pay for complete safety should this be blocked.

If you find yourself in a neutral situation, you might occasionally want to use Forward over this, but defensively and just about everywhere else Backwards and KBMF are the way to go.

On defense Backwards Megafist is an excellent tool to call out lows and throws due to how quickly his hurtbox is pulled upwards. This allows Potemkin to force some characters to significantly tighten their frame traps to a 1 frame window, such as  Chipp's Resshou into Rokusai. The large hitbox also makes it almost impossible to whiff punish when coupled with its very low recovery.

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 2f 26 - -
Break
Hammer Fall > P
N/A N/A 27 - -
Total: 45

Total: 74

  • 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 starting on frame 9. Will lose to any projectile with multiple hits.
  • Can force the earliest possible break by inputting H + P at the same time.

Potemkin lurches forward and clamps his fists together. Causes soft knockdown/instant tech on hit. 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.

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 - -

  • Can be held to vary timing
  • Frame trap from heavy normals (cS, 6K, etc.)

Potemkin leans down and flicks. This is both an anti-projectile move and a mid range poke. A key part of Potemkin's anti-zoning toolkit. The attack has decent range and a very strong hitbox that is difficult to contest with if done pre-emptively. On hit it will knock the opponent away, allowing you to advance towards the corner.

If Potemkin is hit by a projectile before he releases his finger, he will counter it with a blast wave that travels a long distance and destroys other projectiles along the way. If a projectile connects while holding flick, Potemkin will automatically reflect the projectile regardless of player input. The projectile parry window starts on frame 2 and is extended by charging the move with S.

FDB Reflectable Projectiles Table
Character Move
Anji Shitsu (Both butterfly and bird)

Fuujin Followup Shin: Ichishiki

Axl Rensen (green fullscreen sickle)

Winter Cherry Rensen Followup (explosion)

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
Goldlewis Skyfish

Thunderbird

I-no Antidepressant Scale

Chemical Love

Jack-O' j.D

Attack Command (Projectile can break on the minion and kill it)

Countdown

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
Potemkin
Ramlethal Valentine Banjoneto (S and H versions) (Nullifies reflected projectile)

Banjoneto Followup Explosion (May nullify reflected projectile) Kara flick is necessary to guarantee your projectile will not break

Sol Badguy Gunflame
Zato-1 "That's a lot!"

Invite Hell

Garuda Impact

214H

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
63 All (Guard Crush) 28 11 24 - -
Total: 62

One of Potemkin's main oki tools and the best friend to Potemkin Buster, with many ways to set up a meaty Garuda.

On a grounded hit, it causes a significant stagger which easily allows for a follow-up Potemkin Buster. While on block, it inflicts massive amounts of RISC and has ridiculous chip damage. More importantly, it guard crushes the opponent, setting up Potemkin's infamous "Garuda Oki" which makes any knockdown from Potemkin even scarier than the average grappler.

  • Can be made DP safe by spacing it properly to make reversal DP whiff for a counterhit starter combo.
    • Beats reversal backdash too.
    • Some reversal Overdrives can beat Garuda oki however.
  • Guard Crush state leaves the opponent in an unthrowable state but a 2D/Potbuster mix can be attempted near the end of the crush animation.
    • Guard Crush blockstun does not provide the opponent with an additional 5 frames of throw-protection after ending, unlike regular blockstun.
      • Properly timed Potbusters are capable of connecting as soon as the Guard Crush animation ends.
    • 2D will catch jump/mash/backdash while Potbuster will scoop up attempts to block the 2D. Fuzzy jump works pretty decently versus this setup. However, Potemkin is capable of sniping fuzzy jump attempts by delaying buttons to clip the pre-jump frames for a full combo. For this reason, moves like 2H after a blocked Garuda in corner can be an extremely punishing call-out to fuzzy jumps.

More about Garuda Oki can be found on Potemkin's Strategy Page.

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 - -
Total: 42

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 its 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 - -
15×3 All 10+23 464 - -
Total: 49

Power surges throughout Potemkin as an energy barrier forms around him before bursting outward.

  • Potemkin's only invincible reversal option.
  • Fully invincible for the first 10 frames, Potemkin can be thrown during the remaining 9 startup frames after the special animation plays however.
  • Hits on both sides meaning it cannot be avoided by cross-up attempts, which can also lead to humorous "backwards" wallbreak situations.
  • Rather slow start-up makes it easier to safe jump against compared to other characters' reversals.

If the initial attack fails to make contact with your opponent, the excess energy is repurposed into a slow moving shield-like projectile.

  • The shield will appear in front of Potemkin and will slowly move forward for roughly 5 seconds before vanishing.
  • Will stay on screen even if Potemkin is hit, however there is a short window where Potemkin can be hit before the mirror appears, taking damage during this window will interrupt the move.
  • Can hit your opponent up to 3 times, the first 2 hits cannot cause a wall splat nor a wallbreak, while the 3rd hit will always cause an instant wallbreak if your opponent is against the wall.
  • Has projectile invincibility and will fully nullify most projectiles that come into contact with it, with some exceptions. [ExampleVideo]
    • Goldlewis' Skyfish will ignore the shield and can still hit you if you are not careful.


The slow moving nature of this projectile makes it easy to avoid or wait out, though depending on your screen position your options may be limited.

  • Jumping over the projectile is a simple way to avoid it, but possibly opens you up to anti-air attempts from Potemkin, including a potential Heavenly Potemkin Buster.
  • Purposefully moving into the shield and blocking its 3 hits can be convenient, but it also opens you up to high/low attacks from Potemkin himself. Slide Head in particular can easily threaten against this strategy.
  • The mirror can also be low profiled by certain moves, such as Sol's Night Raid Vortex and I-No's Stroke the Big Tree. However if Potemkin stays close to the shield you may not be able to get fully past it.


84% complete
Page Status %
Overview Missing information about kara canceling as a unique(?) mechanic and how specials interact with kara 6K. Need Invincibility/Armor descriptions, Some moves that have extra effects don't have descriptions (see giganteer kai projectile). Some minor editing about move usages as well. 15/20
Combos Missing videos for most of the combos. 8/10
Strategy Needs explanation for gameplan in neutral as well as counterplay. 14/20
Frame Data Missing some minor specifications, some questions how to framedata Giganter, but in general it's complete 47/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

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

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