Potemkin's okizeme is crucial to setting up his strike/throw game. How this is achieved will vary depending on the combo routing:
Snippet | Notes |
---|---|
[Grounded hit] > 2D > Hammer Fall Break | Both safejump and Garuda oki are possible. |
... (air) Garuda | Best damage and corner carry, but weakest oki (only c.S) unless near corner. |
[Grounded hit] > Garuda, Potemkin Buster | Requires CH or meter to combo into Garuda. |
These routes are accessible from other starters, dependent on distance (e.g. j.H, 2K link or meaty 5P, c.S link).
In the midscreen, 2K, 5K and c.S can be comboed into 2D to set up easy, but powerful okizeme for Potemkin by utilizing Hammer Fall Break to approach.
Potemkin's air ender of choice depends on what the player wants to achieve:
- After Season 3, Mega Fist is no longer a preferred ender due to soft knockdown restricting okizeme. However, near corner, it can be used in conjunction with a kGaruda immediately after landing which will hit meaty.
- Utilizing Garuda as an ender will always give a meaty c.S anywhere and/or Garuda okizeme when near corner, but gives great corner carry for stronger potential pressure.
- The knockdown from Heat Knuckle is too short to get any okizeme from, even with a full-screen Hammer Fall Break. Despite Heat Knuckle breaking wall instantly, some Potemkin players will prefer to take the okizeme over a wallbreak and Positive Bonus.
- It is possible when slightly closer than round-start distance to perform Heat Knuckle and not break the wall but still Hammer Fall Break in time to get a meaty c.S.
For more information on possible safejumps, view the baits and safejumps section.