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; Potemkin Strategy revolves around 3 aspects:
; Potemkin Strategy revolves around 3 aspects:
:* Bullying with Pot's hard hitting normals and specials at the midrange
:* Bullying with Pot's hard hitting normals and specials at the midrange
:* Slide Head, Hammer Fall Break to close the distance.
:* Slide Head, Hammer Fall Break, Heat Tackle to close the distance.
:* {{clr|3|c.S}} strike/throw mix, Garuda okizeme, and Kara Potemkin Buster once the gap is closed.  
:* {{clr|S|c.S}} strike/throw mix, Garuda okizeme, and Kara Potemkin Buster once the gap is closed.  


;Always Be Charging (ABCs)
;Always Be Charging (ABCs)
:*While not as relevant as prior entries in the Guilty Gear series, Hammer Fall is still an incredibly useful tool for closing distance. Without it, Potemkin is significantly weaker.
:*While not as strong as prior entries in the Guilty Gear series, Hammer Fall is still an incredibly useful tool for closing distance. Without it, Potemkin is significantly weaker.
:*Hold back while doing ANYTHING that does not require you to be holding forward, such as during a Potemkin Buster animation. During inputs in combos, hold back as well (so instead of doing {{clr|1|2P}}, do {{clr|1|1P}}) so you can keep Hammer Fall ready.
:*Hold back while doing ANYTHING that does not require you to be holding forward, such as during a Potemkin Buster animation. During inputs in combos, hold back as well (so instead of doing {{clr|P|2P}}, do {{clr|P|1P}}) so you can keep Hammer Fall ready.
:*This is important as it'll allow Potemkin to chase after a knockdown and keep pressure going, keeping his threat real and closing out rounds quickly.
:*This is important as it'll allow Potemkin to chase after a knockdown and keep pressure going, keeping his threat real and closing out rounds quickly.


*Opponents aren't going to allow themselves to be in Potemkin Buster range until forced to stop evading.
*Opponents aren't going to allow themselves to be in Potemkin Buster range until forced to stop evading.
*'''When stuck in the corner''' -- {{clr|1|5P}}/{{clr|1|6P}}, Mega Fist, jumping, and Faultless Defense are your best friends.
*'''When stuck in the corner''' -- {{clr|P|5P}}/{{clr|P|6P}}, Mega Fist, jumping, and Faultless Defense are your best friends.
**Potemkin Buster can be used as a hard call-out to tick throws, but is risky. It's much safer to fuzzy jump in general.
**Potemkin Buster can be used as a hard call-out to tick throws, but is risky. It's much safer to fuzzy jump in general.


==Kara Cancels with 6K==
==Kara Cancels with 6K==
Potemkin's {{clr|2|6K}} Kara Cancels are an extremely useful tool that enhances all of his special moves and is important to just about everything Potemkin can do. There is already a tutorial in-game on how to learn how to do Kara Buster, as well as on Potemkin's overview pages, but you can click [[Kara Cancel|here]] if you haven't seen them.
Potemkin's {{clr|K|6K}} Kara Cancels are an extremely useful tool that enhances all of his special moves and is important to just about everything Potemkin can do. There is already a tutorial in-game on how to learn how to do Kara Buster, as well as on Potemkin's overview pages, but you can click [[Kara Cancel|here]] if you haven't seen them.


''Video Explanation:''
''Video Explanation:''
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===List of Kara Cancelled special moves and their differences===
===List of Kara Cancelled special moves and their differences===
* All
* All
Startup is increased by a couple of frames, usually 2. Added forward momentum.
Startup is increased by a couple of frames (usually 2), as you are cancelling into the special from the start-up of {{clr|K|6K}}. Added forward momentum.
* '''Kara Potemkin Buster (kPB, {{clr|1|63214}}{{clr|2|6K}}~{{clr|1|P}})'''
* '''Kara Potemkin Buster (kPB, {{clr|P|63214}}{{clr|K|6K}}~{{clr|P|P}})'''
This is the one you should practice how to do first, and the aforementioned in-game tutorial will help you do this. Kara Buster makes it easier to catch opponents after certain gaps (such as after a Garuda Impact) thanks to the added startup, but most importantly it massively extends the range of Potemkin Buster, which is important for getting extremely high, meterless damage from punishes and for opening people as Potemkin.
This is the one you should practice how to do first, and the aforementioned in-game tutorial will help you do this. Kara Buster makes it easier to catch opponents after certain gaps (such as after a Garuda Impact) thanks to the added startup, but most importantly it massively extends the range of Potemkin Buster, which is important for getting extremely high, meterless damage from punishes and for opening people as Potemkin.


* '''Kara Forward Mega Fist (kFMF, {{clr|1|23}}{{clr|2|6K}}~{{clr|1|P}} OR {{clr|2|6K}}~{{clr|1|236P}})'''
* '''Kara Forward Mega Fist (kFMF, {{clr|P|23}}{{clr|K|6K}}~{{clr|P|P}} OR {{clr|K|6K}}~{{clr|P|236P}})'''
Greatly extends the range of Forward Mega Fist allowing Potemkin to leap in from very far and close distance effectively. Still risky thanks to Mega Fist being unsafe on block, but push-back can still make it awkward for the opponent to punish you.
Greatly extends the range of Forward Mega Fist allowing Potemkin to leap in from very far and close distance effectively. Still risky thanks to Mega Fist being unsafe on block, but push-back can still make it awkward for the opponent to punish you.
Using kFMF in counter hit situations greatly extends the range of c.S combos.   
Using kFMF in counter hit situations greatly extends the range of c.S combos.   


* '''Kara Mega Fist (kBMF, {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}} OR {{clr|2|6K}}~{{clr|1|214P}})'''
* '''Kara Back Mega Fist (kBMF, {{clr|P|214}}{{clr|K|6K}}~{{clr|P|P}} OR {{clr|K|6K}}~{{clr|P|214P}})'''
Makes Mega Fist go about half the distance of a regular Mega Fist. Surrenders the frame advantage (-2 instead of +4) but carries heavy use in combos as it will ground bounce the opponent after every hit, allowing for extremely high damage juggles in the corner. You can also do it midscreen with a microwalk, giving you high damage anywhere on the screen as long as you have the execution! It is one of the more useful kara options Potemkin has.
Makes Mega Fist go about half the distance of a regular Mega Fist. Surrenders the frame advantage (-2 instead of +4) but carries heavy use in combos as it will ground bounce the opponent after every hit, allowing for extremely high damage juggles in the corner. You can also do it midscreen with a microwalk, giving you high damage anywhere on the screen as long as you have the execution! It is one of the more useful kara options Potemkin has.


You may have some difficulty with kBMF's input. For example, if you accidentally input a half circle with the first method ({{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}), Kara Buster will come out instead. {{clr|2|6K}}~{{clr|1|214P}} is harder to get used to, but it adds for consistency if you're worried about accidentally inputting Kara Buster. [https://youtu.be/PXE03hTBk2w Click here for a video tutorial by Snap Grapple Pop if you need help.]
You may have some difficulty with kBMF's input. For example, if you accidentally input a half circle with the first method ({{clr|P|214}}{{clr|K|6K}}~{{clr|P|P}}), Kara Buster will come out instead. {{clr|K|6K}}~{{clr|P|214P}} is harder to get used to, but it adds for consistency if you're worried about accidentally inputting Kara Buster. [https://youtu.be/PXE03hTBk2w Click here for a video tutorial by Snap Grapple Pop if you need help.]


* '''Kara Slide Head (kSH, {{clr|3|23}}{{clr|2|6K}}~{{clr|3|S}})'''
In terms of "flubs" with execution, the following list shows some outcomes and associated reason:
 
#{{clr|K|6K}} comes out: {{clr|P|214P}} was input too slow.
#{{clr|P|214P}} comes out: input {{clr|K|6K}} too early.
#{{clr|P|6P}} comes out: sloppy inputs, pressed {{clr|P|P}} before {{clr|K|K}}.
#Potemkin Buster comes out: sloppy inputs, accidentally has a 6 in there somewhere.
#Anything else, serious input errors! Clean it up.
 
For added weirdness, there is a [https://youtu.be/Ne8iUPcCD_8 1 frame window just before the enemy hits the ground where it will apply an even higher bounce] known as JFkBMF (Just Frame kBMF). This makes follow-ups notably easier, and makes certain combo routes possible on lightweights. Landing JFkBMF is also guaranteed to not wall stick if the wall damage threshold has not already been met, effectively allowing for one extra hit before a wall stick occurs.
 
* '''Kara Slide Head (kSH, {{clr|S|23}}{{clr|K|6K}}~{{clr|S|S}})'''
Moves Potemkin slightly forward while doing Slide Head, extending the range and making it easier to followup. Very useful in neutral for closing distance and applying a threat to your opponent.
Moves Potemkin slightly forward while doing Slide Head, extending the range and making it easier to followup. Very useful in neutral for closing distance and applying a threat to your opponent.


* '''Kara Flick (kFlick, {{clr|3|63214}}{{clr|2|6K}}~{{clr|3|S}} OR {{clr|2|6K}}~{{clr|3|63214S}})'''
* '''Kara Flick (kFlick, {{clr|S|63214}}{{clr|K|6K}}~{{clr|S|S}} OR {{clr|K|6K}}~{{clr|S|63214S}})'''
Allows Potemkin to flick certain things that he wouldn't be able to otherwise (e.g. Ramlethal's sword explosions when he's not cornered).
Allows Potemkin to gain a bit of ground while reflecting projectiles, as well as allowing for certain combo pickups that aren't possible otherwise.


* '''Kara Hammer Fall (kHF, {{clr|4|[4]}}{{clr|2|6K}}~{{clr|4|H}})'''
* '''Kara Hammer Fall (kHF, {{clr|H|[4]}}{{clr|K|6K}}~{{clr|H|H}})'''
Gives Potemkin an extra push forward, which allows him to catch opponents much easier after Potemkin Buster knockdowns and more. One of those moves that you could recommend doing instead of the normal input almost every time. '''Required''' in order to get a real meaty {{clr|3|c.S}} after a Potemkin Buster knockdown, otherwise your opponent can reversal mash.
Gives Potemkin an extra push forward, which allows him to catch opponents much easier after Potemkin Buster knockdowns and more. One of those moves that you could recommend doing instead of the normal input almost every time. '''Required''' in order to get a real meaty {{clr|S|c.S}} after a Potemkin Buster knockdown, otherwise your opponent can reversal mash.


* '''Kara Heat Knuckle (kHK, {{clr|4|623}}{{clr|2|6K}}~{{clr|4|H}} OR {{clr|2|6K}}~{{clr|4|623H}})'''
* '''Kara Heat Knuckle (kHK, {{clr|H|623}}{{clr|K|6K}}~{{clr|H|H}} OR {{clr|K|6K}}~{{clr|H|623H}})'''
Actually not a meme! Has niche usage in combos performed on lightweights, and is a strong tool in neutral for calling out advancing jumps. Heat Knuckle has a ridiculous disjoint and little whiff recovery so being able to advance with it is a powerful space control tool. It also catches round start up+back.
Actually not a meme! Has niche usage in combos performed on lightweights, and is a strong tool in neutral for calling out advancing jumps. Heat Knuckle has a ridiculous disjoint and little whiff recovery so being able to advance with it is a powerful space control tool. It also catches round start up+back.


* '''Kara Garuda Impact (kGaruda, {{clr|4|214}}{{clr|2|6K}}~{{clr|4|H}} OR {{clr|2|6K}}~{{clr|4|214H}})'''
* '''Kara Garuda Impact (kGaruda, {{clr|H|214}}{{clr|K|6K}}~{{clr|H|H}} OR {{clr|K|6K}}~{{clr|H|214H}})'''
Another big money maker. Garuda is already one of Potemkin's most useful moves, but extending its range allows for specific and very powerful oki setups to force the opponent in a very bad position while chipping away at their health, and some combos.
Another big money maker. Garuda is already one of Potemkin's most useful moves, but extending its range allows for specific and very powerful oki setups to force the opponent in a very bad position while chipping away at their health, and some combos.
* '''Kara Heat Tackle (kHT, {{clr|H|4123}}{{clr|K|6K}}~{{clr|H|H}} OR {{clr|K|6K}}~{{clr|H|41236H}})'''
A way to extend the range of Heat Tackle, a niche combo ender, and most importantly a way to get a meaty {{clr|S|c.S}} after mashing {{clr|P|5P}}. If used in neutral, be careful as Heat Tackle becomes less favorable for Potemkin the closer the opponent is to him, and a Kara can make a normally safe Heat Tackle punishable. [https://www.youtube.com/watch?v=y67EPIjPREQ  A video guide explaining these uses of Kara Heat Tackle can be found here.]


====Do I ''have'' to learn how to kara?====
====Do I ''have'' to learn how to kara?====
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Can almost always be used to apply pressure from any farther distances. When used to stuff out attacks on reaction like projectiles or moves with long startup, the award is especially great in the form of a long range Hammer Fall Break.
Can almost always be used to apply pressure from any farther distances. When used to stuff out attacks on reaction like projectiles or moves with long startup, the award is especially great in the form of a long range Hammer Fall Break.
*F.D.B (flick)
*F.D.B (flick)
As is it's primary use, reflecting projectiles with F.D.B can help give Potemkin breathing room when being pressured from distances that aren't comfortable to him. The fireball can also provide protection for Potemkin while he makes his approach.
As is its primary use, reflecting projectiles with F.D.B can help give Potemkin breathing room when being pressured from distances that aren't comfortable to him. The fireball can also provide protection for Potemkin while he makes his approach.
*Hammer Fall & Hammer Fall Break
*Hammer Fall & Hammer Fall Break
Scoring any form of knockdown, F.D.B reflect, or even some hits on block can net Potemkin valuable distance, allowing him to close ground.
Scoring any form of knockdown, F.D.B reflect, or even some hits on block can net Potemkin valuable distance, allowing him to close ground.
*{{clr|1|236P}}, {{clr|1|23}}{{clr|2|6K}}~{{clr|1|P}}, and {{clr|1|214}}{{clr|2|6K}}~{{clr|1|P}}
*{{clr|P|236P}}, {{clr|P|23}}{{clr|K|6K}}~{{clr|P|P}}, and {{clr|P|214}}{{clr|K|6K}}~{{clr|P|P}}
While (usually) risky, an advancing Megafist can be an excellent approach tool. Calling out options that are low to the ground near the midrange can be a free ticket to Potemkin's ideal range, depending on which Megafist is used. Standard forward Megafist is the easiest to throw out on a dime, but is unsafe on both block ''and'' hit unless spaced properly. the same thing goes for Kara Forward Megafist, but the range allows you to approach from farther. Kara Back Megafist is both the most executionally difficult and safest Megafist. It's completely unpunishable on block, allowing for a safe air approach, but it travels easily the least distance of every advancing Megafist.
While (usually) risky, an advancing Megafist can be an excellent approach tool. Calling out options that are low to the ground near the midrange can be a free ticket to Potemkin's ideal range, depending on which Megafist is used. Standard forward Megafist is the easiest to throw out on a dime, but is unsafe on block unless spaced properly. the same thing goes for Kara Forward Megafist, but the range allows you to approach from farther. On hit, Forward Megafists can allow Potemkin to enforce Garuda okizeme. Kara Back Megafist is both the most executionally difficult and safest of the forward-moving Megafists. It's very safe on block, allowing for a safe air approach, but it travels the least distance of every advancing Megafist.
*Heat Tackle
While extremely punishable if blocked on the ground, a blocked Heat Tackle can be advantageous for Potemkin if blocked in the air from far away, letting him enforce pressure in matchups where the opponent likes to stay airborne and fullscreen. Can allow Potemkin to close distance with Hammerfall Break on counter hit, but often leaves him too far for pressure on normal hit without the aid of the corner.
 
 
===In matchups where Potemkin is ''not'' the aggressor===
===In matchups where Potemkin is ''not'' the aggressor===
Characters whose sole focus is to close the gap and apply pressure oftentimes allow Potemkin to set the tempo of the round. Time in these matchups is mostly spent playing keepout with Potemkin's large normals and punishing intensely when the opponent overextends.
Characters whose sole focus is to close the gap and apply pressure oftentimes allow Potemkin to set the tempo of the round. Time in these matchups is mostly spent playing keepout with Potemkin's large normals and punishing intensely when the opponent overextends.
*{{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|2D}}
*{{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|6H}}, {{clr|D|2D}}
Characters with short range or a focus on grounded approach can struggle against these buttons. Playing patiently to whittle down the opponent's mental fuse is key here.
Characters with short range or a focus on grounded approach can struggle against these buttons. Playing patiently to whittle down the opponent's mental fuse is key here.
*{{clr|1|5P}}, {{clr|1|5P}}
*{{clr|P|5P}}, {{clr|P|2P}}
Being Potemkin's fastest buttons, they can stop pressure in its tracks when opponents try to approach recklessly.
Being Potemkin's fastest buttons, they can stop pressure in its tracks when opponents try to approach recklessly.
*{{clr|1|214P}}
*{{clr|P|214P}}
Back Megafist is one of Potemkin's strongest defensive tools. It allows him to retreat to a comfy distance (almost) safely, and is both plus on block and has considerable reward on counter hit. The ability to use back Megafist to punish an opponent who overextends is a strong tool that shouldn't be overlooked.
Back Megafist is one of Potemkin's strongest defensive tools. It allows him to retreat to a comfy distance (almost) safely, and is both plus on block and has considerable reward on counter hit. The ability to use back Megafist to punish an opponent who overextends is a strong tool that shouldn't be overlooked.
===Frame advantage after Heat Tackle===
Heat Tackle's unique trajectory results in variable frame advantage depending on when and how you hit the opponent. Frame advantage for common scenarios are listed below. Moves that can be kara cancelled out of can use kara Heat Tackle to situationally gain better oki.
'''When cancelling normals into Heat Tackle (grounded hit)'''
{| class="wikitable sortable" style="text-align: center; margin: 1em auto 1em auto;"
! Move !! Advantage !! Kara cancellable
|-
| {{clr|P|5P}} || 21 || +
|-
| {{clr|K|5K}} || 22~29 || +
|-
| {{clr|S|c.S}} || 20 || +
|-
| {{clr|S|f.S}} || 23~29 || -
|-
| {{clr|H|5H}} || 19~26 || -
|-
| {{clr|P|2P}} || 19~21 || +
|-
| {{clr|K|2K}} || 19~21 || +
|-
| {{clr|S|2S}} || 20~27 || -
|-
| {{clr|H|2H}} || 26 || -
|-
| {{clr|D|2D}} || 17 || -
|-
| {{clr|P|6P}} || 17~18 || -
|-
| {{clr|K|6K}} || 20 || -
|}
'''''On air hit most moves''''', which can be confirmed into Heat Tackle from such a hit, on average '''''gain from 6 to 11 additional frames''''' of advantage, depending on how high Heat Tackle has landed, ''with the rule of thumb being the higher the better''.
'''When blocked mid-air'''
There are 3 factors to consider when determining frame advantage on a mid-air block:
* how high up the move was blocked;
* how far Potemkin was from the opponent;
* whether the opponent is using [[GGST/Mechanics#Faultless_Defense|Faultless Defense]].
With this in mind, the following patterns can be deduced:
* '''The higher the opponent''' is from the ground, '''the more advantage''' Potemkin will have upon landing, '''and vice versa'''.
* '''The further''' away Potemkin is from the opponent, '''the more advantage''' he will have upon landing, '''and vice versa'''.
* '''Faultless defense''' nullifies frame advantage and '''will leave Potemkin either neutral or (more) negative''' on block in most circumstances.
The move is at its '''safest when performed far from the opponent and hits them at the highest point of the jump'''. That way you will be left either at an advantage or neutral to slightly negative once on the ground, even if the opponent utilizes {{clr|#3be5dd|Faultless Defense}}.
Conversely, the move is '''generally unsafe at mid and close range''', with the result ranging from you losing your turn to getting punished with a full combo or a {{clr|D|5[D]}} air combo, if it was blocked on the ground.
At such ranges safer anti-air options ought to be used instead, such as {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|P|5P}}}}, {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}},
{{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} and {{MiniMoveCard|game=GGST|chara=Potemkin|input=623H|label={{clr|H|Heat Knuckle}}}}, especially when the normals can be easily confirmed into {{clr|H|Heat Tackle}} itself.


==Pressure==
==Pressure==
===Garuda===
===Garuda===
*[https://twitter.com/nativeMegaTen/status/1409210130051354626 PRC > c.S xx Garuda cannot be jumped.]
*[https://youtu.be/_xR3mLTJ7vQ?t=346 Hammer Fall 66RRC~Garuda is gapless.]
**It also cannot be reversal thrown. Buttons slower than 4 frames will be counterhit, 4 frame buttons will trade but Garuda will also counterhit in this trade. {{Character Label|GGST|Chipp_Zanuff|label=Chipp}}'s {{clr|1|5P}} is the only button capable of cleanly beating PRC {{clr|3|c.S}} xx Garuda; {{Character Label|GGST|Sol_Badguy|label=Sol}}'s {{clr|2|5K}} will trade like a 4f button.
**Can be delayed slightly to frametrap.
*[https://youtu.be/_xR3mLTJ7vQ?t=368 Forwards Mega Fist 66RRC~j.P > c.S jails as well.]
*[https://www.youtube.com/watch?v=73hQPVc7qZE c.S low height jc66brc can be used to enforce safe pressure.]


Also see [[GGST/Potemkin/Strategy#Garuda_Oki|Garuda Oki]].
Also see [[GGST/Potemkin/Strategy#Garuda_Oki|Garuda Oki]].


===Potbuster Setups===
===Potbuster Setups===
Garuda Impact and '''CH''' {{clr|3|2S}} stagger allow for a guaranteed Potemkin Buster in range, but it may have to be input as kPB. A blocked Garuda or {{clr|3|c.S}} leads to a strike/throw mix between Potemkin Buster and delayed gatlings. e.g. a blocked {{clr|3|c.S}} leads to delayed {{clr|3|2S}} / {{clr|4|2H}} or Potemkin Buster; a blocked Garuda can be mixed between {{clr|5|2D}} and Potemkin Buster, but other options are possible for the Garuda situation too. It is possible to Potemkin Buster an opponent's wakeup, but it should be sparingly used unless as a read to a reversal DP as wakeup throw-protection makes a "meaty" Potemkin Buster fuzzy-jumpable at best, and mash-punishable at worst. When 50% tension is available, Potemkin can create a safe Potemkin Buster by Option Selecting a PRC after inputting the grab. If the grab connects, the PRC doesn't activate. If the grab whiffs, Potemkin is safe from the PRC and can, in many cases, punish the option the opponent chooses to escape.
Garuda Impact and '''CH''' {{clr|S|2S}} stagger allow for a guaranteed Potemkin Buster in range, but it may have to be input as kPB. A blocked Garuda or {{clr|S|c.S}} leads to a strike/throw mix between Potemkin Buster and delayed gatlings. e.g. a blocked {{clr|S|c.S}} leads to delayed {{clr|S|2S}} / {{clr|H|2H}} or Potemkin Buster; a blocked Garuda can be mixed between {{clr|D|2D}} and Potemkin Buster, but other options are possible for the Garuda situation too. It is possible to Potemkin Buster an opponent's wakeup, but it should be sparingly used unless as a read to a reversal DP as wakeup throw-protection makes a "meaty" Potemkin Buster fuzzy-jumpable at best, and mash-punishable at worst.


===Covering Escape Options===
===Covering Escape Options===
Potemkin Buster is not only useful in its raw properties as a command grab, but the fear of its presence is incredibly valuable in pressure. In many cases, it's easy to score knockdowns in oki situations from the simplest of setups, because the opponent is deathly afraid of getting grabbed. {{clr|2|5K}} and {{clr|2|2K}} can clip prejump frames easily. After [https://www.guiltygear.com/ggst/en/news/post-1342/#pot patch 1.09], Making the opponent block Heat Knuckle is considerably more rewarding than it was before. It cranks RISC gauge, leaves Potemkin at heavy advantage, and drops the opponent in the perfect position to continue pressure. Buttons like {{clr|3|f.S}}, {{clr|4|5H}}, and {{clr|4|6H}} are effective at catching an opponents backdash, as is {{clr|3|Slide Head}} and {{clr|5|2D}}.
Potemkin Buster is not only useful in its raw properties as a command grab, but the fear of its presence is incredibly valuable in pressure. In many cases, it's easy to score knockdowns in oki situations from the simplest of setups, because the opponent is deathly afraid of getting grabbed. {{clr|K|5K}} and {{clr|K|2K}} can clip prejump frames easily. After [https://www.guiltygear.com/ggst/en/news/post-1342/#pot patch 1.09], Making the opponent block Heat Knuckle is considerably more rewarding than it was before. It cranks RISC gauge, leaves Potemkin at heavy advantage, and drops the opponent in the perfect position to continue pressure. Buttons like {{clr|S|f.S}}, {{clr|H|5H}}, and {{clr|H|6H}} are effective at catching an opponents backdash, as is {{clr|S|Slide Head}} and {{clr|D|2D}}.


===Baits and Safejumps===
===Baits and Safejumps===
Baiting out an opponent's risky option like a reversal or burst is one of the greatest money makers for Potemkin, as 9 times out of 10, it leads to a direct punish with Kara Buster, followed by Garuda Oki.
Baiting out an opponent's risky option like a reversal or burst is one of the greatest money makers for Potemkin, as 9 times out of 10, it leads to a direct punish with Kara Buster, followed by Garuda Oki.
;Burst Baits
;Burst Baits
*Jump canceling {{clr|3|c.S}} and blocking
*Jump canceling {{clr|S|c.S}} and blocking
*Staying just outside of burst range with {{clr|4|Garuda Impact's}} massive hitbox.
*Roman Cancelling any move
*Sometimes just sitting still while the opponent is in the corner without resources is enough to scare a player into bursting.
*Sometimes just sitting still while the opponent is in the corner without resources is enough to scare a player into bursting.
;Safejumps
;Safejumps
*Landing with {{clr|4|j.H}} after {{clr|5|2D}}, Potemkin Buster, or an OTG {{clr|3|c.S}} after throw.
A safejump is a technique that hits with a meaty aerial attack that also recovers fast enough to block an invincible reversal by the opponent. {{clr|S|j.S}} is the preferred button to safejump with as it hits low enough to counterhit an opponent trying to {{clr|P|6P}}.
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em left 1em auto;text-align: left"
|-
! Starter !! Setup !! Position !! Notes
|-
| | {{clr|D|Normal Throw}} || {{clr|P|5P}} (whiff) > jump > {{clr|S|j.S}} || Anywhere || Doesn't work on {{Character Label|GGST|Nagoriyuki|label=Nago}} or {{Character Label|GGST|Faust|label=Faust}}
|-
| | {{clr|P|Potemkin Buster}} || {{clr|P|5P}} (whiff) > jump > {{clr|S|j.S}} || Corner || Doesn't work on {{Character Label|GGST|Faust|label=Faust}}
|-
| | {{clr|P|Potemkin Buster}} || RRC~{{clr|H|2H}} > {{clr|H|[4]6H}}->{{clr|P|P}} > jump > {{clr|S|j.S}} || Anywhere ||
|-
| | {{clr|D|2D}} || jump > {{clr|S|j.S}} || Anywhere ||
|-
| | {{clr|D|2D}} || {{clr|H|[4]6H}}->{{clr|P|P}} > jump > {{clr|S|j.S}} || Anywhere ||
|-
| | '''CH''' {{clr|H|Hammerfall}} || {{clr|P|5P}} (whiff) > jump > {{clr|S|j.S}} || Anywhere || Doesn't work on {{Character Label|GGST|Nagoriyuki|label=Nago}} or {{Character Label|GGST|Faust|label=Faust}}
|-
| | {{clr|H|Garuda}} (tumble) || {{clr|K|6K}} > {{clr|S|63214S}} > superjump > {{clr|S|j.S}} || Corner || Works on most Garuda tumbles mid-combo as well.
|-
| | {{clr|S|c.S}} || {{clr|H|2H}} > {{clr|P|236P}} >  {{clr|P|5P}} (whiff) > superjump > {{clr|S|j.S}} || Midscreen ||
|-
| | Wall Slump || Grounded wall stick from a normal > {{clr|H|[4]6H}}->{{clr|P|P}} > {{clr|H|623H}} (whiff) > jump > {{clr|S|j.S}} || Corner || Kara the HK to get a little closer.
|-
|}


==Garuda Oki==
==Garuda Oki==
Garuda Impact ({{clr|4|214H}}) is one of Potemkin's best, and most useful special moves. After a knockdown, Garuda is an excellent way to force a very nasty situation on your opponent. Garuda okizeme's versatility is nearly boundless; there is no reason not to do it when possible. It deals a ton of chip damage, can even be meatied twice in a row, and it beats nearly every reversal option the opponent could use to escape it. Once blocked, Garuda okizeme allows for a simple strike/Potemkin Buster mixup for a ton of damage, or other silly things.
Garuda Impact ({{clr|H|214H}}) is one of Potemkin's best, and most useful special moves. After a knockdown, Garuda is an excellent way to force a very nasty situation on your opponent. Garuda okizeme's versatility is nearly boundless; there is no reason not to do it when possible. It deals a ton of chip damage, can even be meatied twice in a row, and it beats nearly every reversal option the opponent could use to escape it. Once blocked, Garuda okizeme allows for a simple strike/Potemkin Buster mixup for a ton of damage, or other silly things.


You can set up Garuda okizeme after most of Potemkin's knockdowns, such as '''CH''' {{clr|1|6P}}, air-hit Mega Fist, {{clr|5|2D}}, Throw, and Potemkin Buster if you're close enough to the corner. If you actually are in the corner, you can set up Garuda after combos easily by hitting the opponent with an OTG {{clr|2|5K}}/{{clr|3|c.S}} and cancelling into Garuda, which will hit them meaty and reset the situation. Spacing Garuda is important, as if you are too close to the opponent you run the risk of reversals beating you. If spaced properly, the only thing an opponent can do is use a reversal super, and in many cases reversal supers will clash with Garuda. In this case, cancel into Faultless Defense and punish the opponent.
You can set up Garuda okizeme after most of Potemkin's knockdowns, such as '''CH''' {{clr|P|6P}}, air-hit Mega Fist, {{clr|D|2D}}, Throw, and Potemkin Buster if you're close enough to the corner. If you actually are in the corner, you can set up Garuda after combos easily by hitting the opponent with an OTG {{clr|K|5K}}/{{clr|S|c.S}} and cancelling into Garuda, which will hit them meaty and reset the situation. Spacing Garuda is important, as if you are too close to the opponent you run the risk of reversals beating you. If spaced properly, the only thing an opponent can do is use a reversal super, and in many cases reversal supers will clash with Garuda. In this case, cancel into Faultless Defense and punish the opponent.


This is one of Potemkin's greatest strengths and it's recommended you do it as much as you can. Being able to force your opponent to block the already dangerous Garuda is phenomenal, and it lets Potemkin carry momentum very easily after a knockdown - a unique strength among most of the GGST cast.
This is one of Potemkin's greatest strengths and it's recommended you do it as much as you can. Being able to force your opponent to block the already dangerous Garuda is phenomenal, and it lets Potemkin carry momentum very easily after a knockdown - a unique strength among most of the GGST cast.
Line 123: Line 221:
*Potemkin Buster / kPB
*Potemkin Buster / kPB
Will open opponents who choose to block easily, as well as kPB closing the distance on a far blocked Garuda. Will lose to jumping.
Will open opponents who choose to block easily, as well as kPB closing the distance on a far blocked Garuda. Will lose to jumping.
*{{clr|5|2D}}
*{{clr|D|2D}}
Will open opponents trying to block, jump, or backdash. Cancel into Hammer Fall Break immediately to loop Garuda oki if they got hit by this, which also means more chip damage to scare them.
Will open opponents trying to block, jump, or backdash. Cancel into Hammer Fall Break immediately to loop Garuda oki if they got hit by this, which also means more chip damage to scare them.
*{{clr|3|c.S}}
*{{clr|S|c.S}}
+4 on block and one of your best options. It will catch opponents attempting to jump or mash, and if this is blocked as well it sets up your {{clr|3|c.S}} strike/throw mix with Potemkin Buster or delayed gatlings. On hit, you get a fat combo.
+4 on block and one of your best options. It will catch opponents attempting to jump or mash, and if this is blocked as well it sets up your {{clr|S|c.S}} strike/throw mix with Potemkin Buster or delayed gatlings. On hit, you get a fat combo.
*Roman Cancel (BRC/PRC)
*Roman Cancel (BRC/PRC)
Sets up an even scarier mixup with {{clr|2|5K}}, {{clr|5|5D}}, and Potemkin Buster. A good way to close out rounds if you have the meter. If you want to make the high/low less reactable, you can use {{clr|5|2D}} as well, but if you already know your opponent is focused on reacting to the high/low then Potemkin Buster them instead.
Sets up an even scarier mixup with {{clr|K|5K}}, {{clr|D|5D}}, and Potemkin Buster. A good way to close out rounds if you have the meter. If you want to make the high/low less reactable, you can use {{clr|D|2D}} as well, but if you already know your opponent is focused on reacting to the high/low then Potemkin Buster them instead.


;Double Garuda
;Double Garuda
Line 144: Line 242:
|}
|}


==Fighting Potemkin==
Potemkin struggles the most when he is unable to either get in and/or stay in, as well as applying pressure safely without expending meter. If you have a significant life lead against Potemkin, he can find it difficult to deal with an opponent who is holding down+back to block Slide Head and reacting to approaches such as using {{clr|1|6P}} versus or throwing an advancing Hammer Fall. In neutral, you should play at the range just outside of Potemkin's {{clr|4|5H}} if your character permits it. At this range, you can punish overzealous usage of Slide Head with an instant airdash into a full punish. You're also capable of stuffing or whiff punishing any normals Potemkin would like to put out at this range such as {{clr|3|f.S}}, {{clr|3|2S}}, Flick, and {{clr|4|5H}}. That being said, he can have some problematic moves which are covered in the following sections.


===Mega Fist===
==Wallbreak vs Keeping the Corner==
 
The decision of whether or not to break the [[GGST/Damage#The_Wall|Wall]] can be a decisive factor in achieving victory. In some matchups and situations you'll want to lean towards breaking the wall for damage and [[GGST/Mechanics#Positive_Bonus|Positive Bonus]]. Other times you'll want to opt to not break the wall and keep the corner for the superior oki and positioning it provides.
 
While it is highly situational, a good guideline would be to break the wall if it will kill, if you feel confident in neutral after considering the matchup and resources for both players, or if the opponent has strong reversal options that can negate your oki. Avoid breaking the wall in matchups or situations where the opponent has a strong neutral advantage. If there is no clear answer then it is up to your personal preference.
 
===Breaking the Wall===
 
;Pros and Cons of Breaking the Wall
 
:{{clr|Green|+}} '''Damage''' - Pot's corner combos do a ton of damage. The opponent might outright die or live with a sliver of health.
:{{clr|Green|+}} '''Positive Bonus''' - Pot makes very good use of meter and extra damage and defense supplements his high base stats.
:{{clr|Red|-}}  '''Return to neutral''' - Pot's neutral is mediocre to bad in most matchups and one lost interaction can lead to a round loss.
:{{clr|Red|-}} '''Super wallbreak is mediocre''' - After a super wallbreak Pot's best option for oki is a tip range kara garuda which can be backdashed.
 
;Wallbreak Combos
 
Potemkin's meterless corner combos can do a ton of damage. More damage than a lot of character's metered combos.


"He keeps using Mega Fist, what do I do?"
An easy corner combo is {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|236P}} > {{clr|K|5K}} > {{clr|H|6H}} > [{{clr|H|4}}]{{clr|H|6H}}


Using {{clr|1|6P}} against Mega Fist is not a reliable answer as the hurt/hitbox ratio is skewed heavily in Potemkin's favor despite being an advancing aerial attack. If you're desperate to antiair Potemkin's Mega Fist, then air-throw will be your most reliable option. Generally speaking, it is preferable to simply dash block and take your turn and/or punish afterwards. Potemkin is -6 on a blocked Forward Mega Fist and even a [[Kara_Cancel|kara-cancelled]] Mega Fist changes the frame data from +4 to -2 on block. Forward Mega Fist is also -2 on hit, so you're still able to assert your turn in both situation. Potemkin cannot challenge you due to his slow buttons. That being said, Potemkin is capable of doing a backdash after Forward Mega Fist on hit to bait out attempts to check his pressure, leading to interesting situations such as a 66BRC into Potemkin Buster punish.
From there you have your choice of ender:
: '''6H''' - High damage, consistent. Gives the opponent the least amount of meter and burst.
: '''Heat Knuckle''' - Generally slightly higher damage than 6H. Gives both you and the opponent more meter and burst. Does not always connect if the opponent is not stuck to the wall high enough.
: '''Giganter''' - The most damage. Can be followed up with 6H > Flick for more damage and super wallbreak. 6H > Heat Knuckle can also be used for even more damage at the expense of the super wallbreak.


There is a small [https://www.youtube.com/watch?v=0nWIz1Uu5tc visual guide] (JP audio/text only) by [https://twitter.com/kazunoko0215 Kazunoko] as well.
See [[GGST/Potemkin/Combos#Corner_Theory|Corner Combo Theory]] for more advanced combos.


===Garuda===
;Post-Wallbreak
After a wallbreak you will be back to neutral unless you used Giganter for a super wallbreak. You're at a distance slightly further than round start. If you have meter you can use it immediately to gain an advantage. Popular options are BRC drift forward, Megafist/Hammerfall RC and raw Giganter. You can also save the meter for converting off stray hits or for defense. Due to positive bonus negating the meter penalty of supers and RC, you can use those options and still gain meter. Because of the passive meter gain and the likelihood of having a health lead, you can afford to play patiently until a good opportunity arises, or go extra aggressive with the resources you have.
 
;Super Wallbreak
After a Super Wallbreak you can do a tip-range kara garuda. The opponent can backdash, and even on block you are too far to enforce much of a mix. However this is still a better situation than immediately having to fight in neutral. Whether it's worth spending the meter is up to you. Negating the chance for the opponent to use certain neutral skips such as drift BRC or supers such as Zato's [[GGST/Zato-1#Amorphous|Amorphous]] is useful. However this does usually mean giving up on other uses of meter for a bit unless you had 100 meter when breaking the wall.


"Garuda is insane! How is this even a move?"
===Keeping the Corner===


It's a good move. A really good one. Garuda okizeme is one of Potemkin's stronger assets, if not his strongest. The way to deal with it is to simply accept that you must trade some of your life to exit the RPS that is heavily skewed in Potemkin's favor. In the midscreen, and only the midscreen (corner will lead to a reset on okizeme), you should be backdashing Garuda okizeme on reaction to purposefully eat the hit and get blasted fullscreen. Potemkin cannot do anything about this without 50 [[GGST/Gauges#Tension_Gauge|Tension]]; he can [https://www.youtube.com/watch?v=Q2LEElyCTNk buffer a 66 motion and reaction RC] to your intentional backdash to get hit by Garuda and convert into a full combo, although this is more difficult to confirm when Potemkin is running DP-safe Garuda okizeme.
;Pros and cons of not breaking the wall:


Okay. You didn't get hit by Garuda on purpose and you ended up blocking it. You're trapped in the RPS now. Watching the [https://www.youtube.com/watch?v=JIFjsc1mcOg 2 minute video explanation] of the Garuda RPS should hopefully give you a better understanding of your options, but at the end of the day, you are just picking an option and hoping for the best. Against beginner Potemkin players who do not delay their strike option to hit after Garuda's [[GGST/Defense#Guard_Crush|guard crush]] ends, fuzzy jumping/fuzzy backdashing is a very powerful defensive tool; against Potemkins who understand and represent the strike/throw mix specifically after Garuda ends, you are just guessing. Same applies to a blocked Garuda 66BRC. You are completely guessing between {{clr|2|5K}} and Potemkin Buster.
:{{clr|Green|+}} '''Oki''' - It's easy to utilise [[GGST/Potemkin/Strategy#Garuda Oki|Garuda Oki]] or [[GGST/Potemkin/Strategy#Baits and Safejumps|Safejumps]].
:{{clr|Green|+}} '''Guess for Game Scenarios''' - With Pot's high damage it's very realistic to kill the opponent in two guesses.
:{{clr|Green|+}} '''Superior positioning''' - Keeping the opponent in the corner limits their escape options and ability to fight back.
:{{clr|Red|-}} '''No guaranteed returns''' - If the opponent guesses right on the mix and escapes then you've lost out on the guaranteed damage and positive bonus.
:{{clr|Red|-}} '''Dealing with Burst and Reversals''' - If the opponent has Burst or a strong reversal option then you'll need to weaken your mix to deal with it, negating some of the benefits of keeping the corner.
:{{clr|Red|-}} '''Harder to set up''' - You need to use specific combo routes to keep the opponent in the corner and in some cases it may not be possible such as if they backdash.


==Matchups==


==={{Character_Label|GGST|Sol_Badguy|label=Sol Badguy}}===
;How to Not Break the Wall
*Sol's {{clr|2|5K}} is extremely strong at close range versus Pot. On block, Sol will usually cancel it into {{clr|3|6S}} then Gunflame or Bandit Bringer to stay safe. FD'ing {{clr|2|5K}} > {{clr|3|6S}} puts Potemkin far enough away to flick Gunflame on reaction. Potemkin can FD or normal block {{clr|2|5K}} > {{clr|3|6S}} and use {{clr|1|6P}} > Heat Knuckle to beat Bandit Bringer on reaction.
*Fafnir from point blank to half-screen range and Night Raid Vortex grabbed out of with Potemkin Buster.
*Night Raid Vortex can low profile under Giganter Kai's projectile.
*Use FD against Sol's {{clr|3|f.S}} to push him far out of his effective pressure range.


==={{Character_Label|GGST|Ky_Kiske|label=Ky Kiske}}===
* '''Shorter Combos:'''
*Instant Blocking Dire Eclat negates all pushback from the move, allowing for a Potemkin Buster punish.
*Use FD when in the corner to push Ky back and prevent long blockstrings.
*Flicking Ky's fireball prevents him from throwing another one until the reflected projectile disappears.
*Punishing {{clr|4|HS Vapor Thrust}} on whiff can be trickier than it appears, especially if Ky passes over Potemkin. It's recommended to use a {{clr|3|c.S}} to start a punish combo in case Ky goes past Potemkin and messes up a Potemkin Buster input. This can also be a great way to bait a burst in case Ky blocks the {{clr|3|c.S}}, as you can jump cancel it into an air block.


==={{Character_Label|GGST|Millia_Rage|label=Millia Rage}}===
Not doing a full wall break combo will let you keep the wall and set up an oki situation of your choice. '''Flick''' does unusually low wall damage and can be used as an alternate ender to avoid breaking the wall at the expense of stronger oki.  
*Millia's Iron Savior (sliding kick) move is immune to Slide Head's shockwave.
*Potemkin can Flick both versions of Tandem Top, but this is '''not''' recommended against meaty HS Tandem Top.


==={{Character_Label|GGST|Zato-1|label=Zato-1}}===
Example Combo: {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|63214S}}
*Slide Head instantly kills Eddie if he is summoned and active on the ground.
*Zato-1 will frequently fly barely out of reach of Potemkin's Heat Knuckle when the Eddie gauge is red. Kara Heat Knuckle can potentially reach a flying Zato if they are too low and drifting towards Potemkin.
*Zato-1 has very strong round start options against Potemkin, mainly {{clr|3|f. S}} or {{clr|3|2S}}. {{clr|1|6P}} > Heat Knuckle beats Zato's {{clr|3|f. S}}, but loses to Zato's {{clr|3|2S}}. {{clr|5|2D}} beats Zato's {{clr|3|2S}} but loses to {{clr|3|f. S}}. Change your round start options based on what the opponent likes to use.
*Potemkin can't reliably stuff Eddie, as his fastest button that hits them is {{clr|1|2P}} at frame 8. He can't hit Eddie during the 7 frame gap in {{clr|1|Pierce}}.
*Megafist is a good tool to escape during gaps in pressure, like in between raw Eddie summons or cancels into Invite Hell. Its large hitbox is also a good way to hit Eddie. This is easy to counter on a read, however.


==={{Character Label|GGST|Axl_Low|label=Axl Low}}===
* '''Fast RC Garuda > PB'''
Axl is a neutral monster. One of Potemkin's most difficult matchups, as per Guilty Gear history. [https://www.youtube.com/watch?v=6idFmIPjZCY vs. Axl Primer]
*Potemkin can Flick the initial part of {{clr|3|Sickle Flash/Resengeki ([4]6)}} then hold back to block the follow-up. Axl will take damage from the reflect trail if he inputs a follow-up attack. Use {{clr|4|Hammer Fall}} > {{clr|1|Break}} to close the distance a bit as Flick only causes a soft knockdown.
*Potemkin cannot Flick {{clr|3|Sickle Flash/Rensengeki}} if the initial attack hits him meaty.
*{{clr|4|Winter Mantis (41236H)}} (Axl's command grab) can be overwhelming to deal with and sometimes hard to avoid. Due it being a command grab, you can still jump or backdash through it.
*{{clr|4|Sickle Storm (236236H)}} is Axl's only invincible reversal option. At close range, punish it by blocking the first hit, jumping in during the gap before the follow-up hit, and performing a full jump-in combo.


==={{Character_Label|GGST|Ramlethal_Valentine|label=Ramlethal Valentine}}===
Pot Buster can be used to avoid breaking the wall while still getting high damage, good oki and meter gain. On a counterhit {{clr|S|c.S}} you can combo into Garuda and then Pot Buster. A counterhit {{clr|S|2S}} can be directly comboed into Pot Buster.
*One of Potemkin's hardest matchups.
*Ramlethal dominates mid-range, and many of her normals (with swords) can frequently CH Potemkin's normals.
*One of Ramlethal's staple Bajoneto sequences is {{clr|3|f.S}} > {{clr|4|5HS}} > {{clr|4|H. Bajoneto}}. Forward Megafist {{clr|1|(236P)}} CHs {{clr|4|H. Bajoneto}} (sword throw) on reaction at mid-range. Block the first two attacks, then use Megafist when Ramlethal starts Bajoneto.
*Holding Flick allows Potemkin to easily reflect {{clr|3|S Bajoneto}}.
*Instant Blocking Bajoneto (both S and HS) negates pushback, allowing Potemkin to keep positioning and avoid being pushed into the corner.
*Ramlethal's air dash back {{clr|3|j.S}} is '''extremely difficult''' to contest, but her air dash forward {{clr|3|j.S}} can be beaten with {{clr|1|6P}} > Heat Knuckle.
*Mortobato {{clr|3|(23636S)}} (reversal super) is an extremely strong super that is invincible on frame 1. Practice safejumping against this attack, and punish with a Potemkin Buster after ground blocking.  


==={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}===
With meter you can combo into Garuda with a [[GGST/Mechanics#Cancel_the_Roman_Cancel|fast RC]]. A good combo is {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > 66RRC~{{clr|H|Garuda}} > {{clr|P|Pot Buster}}. This combo is also meter neutral as Pot Buster lasts long enough for the meter penalty of the RC to expire. If you started with 50 meter on the first hit, then you would end with 50 meter. You are then able to go into Garuda or a safejump and have 50 meter available for the next mix.
*Also one of Potemkin's hardest matchups.
[https://www.youtube.com/watch?v=WBGeDYbJKxk Small video on Nagoriyuki pressure structure and Potemkin's answers to the RPS]
* Instant Blocking {{clr|3|f.SSS}} puts Nagoriyuki very close to Potemkin and very unsafe, giving Potemkin the opportunity for an easy Potemkin Buster punish.


==={{Character Label|GGST|Faust|label=Faust}}===
* '''Wallslumps'''
[https://youtu.be/8N-aZgBgJYk Anti-Drill Punish]
*Faust's {{clr|2|j.2K}} (Drill move) is a very disjointed jump-in attack, and will often beat out {{clr|4|Heat Knuckle}}. It is recommended to use {{clr|1|6P}}> {{clr|4|Heat Knuckle}} to punish Drill on reaction.
*{{clr|1|Love (j.236P)}}, Afro Love, and Meteors (from {{clr|1|What Could This Be? (236P)}}) can all be flicked. Flicking Love/Afro Love will result in the explosion trail, but flicking Meteors will only cause an explosion and end the move early.
*Faust is very vulnerable to {{clr|3|Slide Head (236S)}} while using {{clr|1|What Could This Be?}}, especially if he is constantly throwing items without stopping.
*Potemkin's {{clr|1|6P}} is his best answer to punish the scalpel part of {{clr|2|Thrust (41236K)}}. It will always result in a counter hit, allowing Potemkin to close the gap with {{clr|4|Hammer Fall}}.
*Potemkin's {{clr|4|6H}} will whiff if Faust is crawling.
*{{clr|4|Garuda Impact}} will ignite the afro if Faust has one on.
*Faust has very few reasons to be running up to or point blank against Potemkin due to having long range moves, unless going for a regular throw, {{clr|4|Snip Snip Snip (236H)}}, or to pop an afro. Use backdash if Faust is running up to Potemkin with the intention of throwing or command throwing, then punish with Potemkin Buster.


==={{Character Label|GGST|Leo_Whitefang|label=Leo Whitefang}}===
If you do only attacks that do not launch the opponent (such as cS, 2S, 5H and Garuda) then any wall stick will be a grounded wall stick or "wall slump". If you don't break the wall from that point then they are unable to tech away and are forced into a hard knockdown. This allows you plenty of time to use Garuda or any other oki setup you like. The Fast RC Garuda combo above also works to wall slump if there is preexisting wall damage. Either you will combo into Pot Buster which doesn't break the wall, or they will be forced into a wall slump and you can keep the wall that way.
*[https://youtu.be/6hm0X9mvqqM Mega Fist can punish fireball at range], alternative but more rewarding punish than Flick.
*Zweites Kaltes Gestöber ({{clr|4|236H}}) can be hard to interrupt or challenge at close range, but at mid-range, a regular throw can stop Leo from crossing up. A visual indicator is the gray dashing wind effect that appears during the move's startup.
*Slide Head will destroy Leo's fireballs if they are active and if Leo is knocked down from the move.
*Do not attempt to Flick Leo's fireballs based on a read. Leo can counter hit Potemkin's extended hurtbox with {{clr|3|f.S}} or {{clr|4|5H}} if Potemkin is overzealous in his usage of Flick.
*Potemkin will need to respect Leo's DP on knockdown. Spacing Garuda is recommended as doing regular DP-safe Garuda can result in Leo [[GGST/Movement#Clash|clashing]] with Garuda and acting immediately afterwards. Potemkin Buster can grab Leo's DP on startup but it must be a read and is susceptible to [[Fuzzy_Defense#Fuzzy_Jump|fuzzy jumps]] and/or mashing.
*Backturned Leo is extremely dangerous. Leo's typically like to do Bt.{{clr|2|K}} > Bt.{{clr|1|P}} > Bt.{{clr|3|S}} > Bt.{{clr|4|H}} when close. You can defend against this by starting in crouch block, then standing block when you see the Bt.{{clr|4|H}}, as it's an overhead.
** Faultless Defending against all four moves in succession puts Leo at about half screen away, but can be counterplayed with Backturn dash cancels as well as Backturn unstances (e.g. Bt.{{clr|4|H}} 22) to keep pressure.
**Utilizing [[Fuzzy_Defense|fuzzy defense]] can be a solid asset for Potemkin as a [[Fuzzy_Defense|fuzzy]] Back Mega Fist will allow Potemkin to escape Backturn pressure strings, however can be counterplayed with Bt.{{clr|5|D}} so it's not a go-to option always. Be sure to represent it as Leo whiffing Bt.{{clr|5|D}} can create a punish opportunity. Leo can also jump cancel his Bt.{{clr|2|K}} and look to air-to-air your Back Mega Fist.
*{{clr|3|S Eisensturm}} and {{clr|4|HS Eisensturm}} (flash kick) will require Potemkin to respect Leo's wakeup options most of the time. Potemkin's Garuda oki can lose to Eisensturm if used too close to Leo, so spacing it is highly recommended. If Eisensturm clashes with spaced Garuda, Potemkin can use {{clr|4|Heat Knuckle}} or {{clr|3|Heavenly Potemkin Buster}} to visually confirm after the clash happens and safely hit Leo. [https://twitter.com/Zodysseus12/status/1458230105621282818?s=20 Demonstration]
*When Leo does Leidenschaft des Dirigenten ({{clr|4|632146H}}) (5-hit slash super), he is extremely unsafe on block (-33) after the final hit. This is enough time to fully charge a Dust attack for a punish.


==={{Character Label|GGST|Giovanna|label=Giovanna}}===
* '''Sometimes you can't avoid breaking the wall'''
*{{clr|1|6P}} beats Sol Poente (Flip kick) and Trovao (Arrow) on reaction.
*Giovanna can whiff punish the majority of Potemkin's normals due to her versatile dash. Pushing her to the corner may require use of {{clr|1|2P}} and {{clr|2|2K}} to stop her from dashing in, and walking forward to close the gap.
*Giovanna has very strong pressure and meaties on Potemkin. It is recommended to use Faultless Defense on wakeup to push her out of her effective range.
*{{clr|1|6P}} > Heat Knuckle can interrupt Giovanna's {{clr|4|6HS > 6HS > 6HS}} after blocking the second hit. 


==={{Character_Label|GGST|Anji_Mito|label=Anji Mito}}===
If the opponent gets hit airborne, such as if they backdash, then any wall stick will be a normal wall stick where they are able to tech away. Instead of trying to force a way to chase the tech, it's generally better to take the damage and Positive Bonus.
*Potemkin can set up a 50/50 against Suigetsu No Hakobi (Autoguard)  by triggering the spin invincibility with {{clr|1|2P}} or {{clr|1|5P}} on reaction and canceling into Potemkin Buster if they don't jump or Heat Knuckle if they do jump. [https://youtu.be/_57BVUOSDEs Demonstration]
*Potemkin can Flick the first part of Shitsu ({{clr|1|236P}}) then hold Flick to easily reflect the second part (when the butterfly turns into a bird).


==={{Character_Label|GGST|I-No|label=I-No}}===
*Potemkin can Flick Antidepressant Scale (music note) and Chemical Love (yellow diamond).
*Stroke the Big Tree {{clr|3|(236S/}}{{clr|4|HS)}} can be a very annoying move to deal with in this matchup. The {{clr|3|S}} version is minus on block, giving enough time to push I-No back with a few {{clr|1|2P}}s. The {{clr|4|HS}} version is plus on block, but Potemkin has enough time to Potemkin Buster if able to quickly react.
*{{clr|4|Garuda Impact}} can prevent I-No from closing the gap with HS Stroke the Big Tree, resulting in a big counter hit. At close range counter hit, use Potemkin Buster or Kara Potemkin Buster. If Garuda Impact counters from far away, use Hammer Fall > Break to close the gap, then use Potemkin Buster.
*Grounded Ultimate Fortissimo {{clr|3|(632146S)}} has a gap in between the first hit and the projectile hits. Potemkin has plenty of time to interrupt I-No during this gap, such as with full charge {{clr|5|[5D]}}, {{clr|3|c.S}}, {{clr|4|2HS}}, {{clr|1|6P}}, Heat Knuckle, Heavenly Potemkin Buster.


==Players To Watch==
*FAB
*Snake_eyez
*NotEnoughDamage
*Jan
*[https://www.youtube.com/user/TheFrankenstein94 Frankentank]


==External Links/Videos==
==External Links/Videos==
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*Missing a few moves, majority of options present
*Missing a few moves, majority of options present


[https://youtu.be/RNlqLUrmNds Potemkin Pressure Guide]
[https://youtu.be/_xR3mLTJ7vQ Potemkin Pressure Guide]
*Quick, informative, entertaining - many of the discussed garuda 50/50s
*Quick, informative, entertaining - many of the discussed garuda 50/50s


Line 268: Line 327:


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGST/Navigation}}
{{#lst:GGST/Navigation}}

Latest revision as of 07:14, 12 April 2024



Overview

Before reading this page-- you should be somewhat acquainted with Potemkins Moves. There is a lot of information there and this page should not repeat it.

General Tactics

Potemkin Strategy revolves around 3 aspects
  • Bullying with Pot's hard hitting normals and specials at the midrange
  • Slide Head, Hammer Fall Break, Heat Tackle to close the distance.
  • c.S strike/throw mix, Garuda okizeme, and Kara Potemkin Buster once the gap is closed.
Always Be Charging (ABCs)
  • While not as strong as prior entries in the Guilty Gear series, Hammer Fall is still an incredibly useful tool for closing distance. Without it, Potemkin is significantly weaker.
  • Hold back while doing ANYTHING that does not require you to be holding forward, such as during a Potemkin Buster animation. During inputs in combos, hold back as well (so instead of doing 2P, do 1P) so you can keep Hammer Fall ready.
  • This is important as it'll allow Potemkin to chase after a knockdown and keep pressure going, keeping his threat real and closing out rounds quickly.
  • Opponents aren't going to allow themselves to be in Potemkin Buster range until forced to stop evading.
  • When stuck in the corner -- 5P/6P, Mega Fist, jumping, and Faultless Defense are your best friends.
    • Potemkin Buster can be used as a hard call-out to tick throws, but is risky. It's much safer to fuzzy jump in general.

Kara Cancels with 6K

Potemkin's 6K Kara Cancels are an extremely useful tool that enhances all of his special moves and is important to just about everything Potemkin can do. There is already a tutorial in-game on how to learn how to do Kara Buster, as well as on Potemkin's overview pages, but you can click here if you haven't seen them.

Video Explanation:

List of Kara Cancelled special moves and their differences

  • All

Startup is increased by a couple of frames (usually 2), as you are cancelling into the special from the start-up of 6K. Added forward momentum.

  • Kara Potemkin Buster (kPB, 632146K~P)

This is the one you should practice how to do first, and the aforementioned in-game tutorial will help you do this. Kara Buster makes it easier to catch opponents after certain gaps (such as after a Garuda Impact) thanks to the added startup, but most importantly it massively extends the range of Potemkin Buster, which is important for getting extremely high, meterless damage from punishes and for opening people as Potemkin.

  • Kara Forward Mega Fist (kFMF, 236K~P OR 6K~236P)

Greatly extends the range of Forward Mega Fist allowing Potemkin to leap in from very far and close distance effectively. Still risky thanks to Mega Fist being unsafe on block, but push-back can still make it awkward for the opponent to punish you. Using kFMF in counter hit situations greatly extends the range of c.S combos.

  • Kara Back Mega Fist (kBMF, 2146K~P OR 6K~214P)

Makes Mega Fist go about half the distance of a regular Mega Fist. Surrenders the frame advantage (-2 instead of +4) but carries heavy use in combos as it will ground bounce the opponent after every hit, allowing for extremely high damage juggles in the corner. You can also do it midscreen with a microwalk, giving you high damage anywhere on the screen as long as you have the execution! It is one of the more useful kara options Potemkin has.

You may have some difficulty with kBMF's input. For example, if you accidentally input a half circle with the first method (2146K~P), Kara Buster will come out instead. 6K~214P is harder to get used to, but it adds for consistency if you're worried about accidentally inputting Kara Buster. Click here for a video tutorial by Snap Grapple Pop if you need help.

In terms of "flubs" with execution, the following list shows some outcomes and associated reason:

  1. 6K comes out: 214P was input too slow.
  2. 214P comes out: input 6K too early.
  3. 6P comes out: sloppy inputs, pressed P before K.
  4. Potemkin Buster comes out: sloppy inputs, accidentally has a 6 in there somewhere.
  5. Anything else, serious input errors! Clean it up.

For added weirdness, there is a 1 frame window just before the enemy hits the ground where it will apply an even higher bounce known as JFkBMF (Just Frame kBMF). This makes follow-ups notably easier, and makes certain combo routes possible on lightweights. Landing JFkBMF is also guaranteed to not wall stick if the wall damage threshold has not already been met, effectively allowing for one extra hit before a wall stick occurs.

  • Kara Slide Head (kSH, 236K~S)

Moves Potemkin slightly forward while doing Slide Head, extending the range and making it easier to followup. Very useful in neutral for closing distance and applying a threat to your opponent.

  • Kara Flick (kFlick, 632146K~S OR 6K~63214S)

Allows Potemkin to gain a bit of ground while reflecting projectiles, as well as allowing for certain combo pickups that aren't possible otherwise.

  • Kara Hammer Fall (kHF, [4]6K~H)

Gives Potemkin an extra push forward, which allows him to catch opponents much easier after Potemkin Buster knockdowns and more. One of those moves that you could recommend doing instead of the normal input almost every time. Required in order to get a real meaty c.S after a Potemkin Buster knockdown, otherwise your opponent can reversal mash.

  • Kara Heat Knuckle (kHK, 6236K~H OR 6K~623H)

Actually not a meme! Has niche usage in combos performed on lightweights, and is a strong tool in neutral for calling out advancing jumps. Heat Knuckle has a ridiculous disjoint and little whiff recovery so being able to advance with it is a powerful space control tool. It also catches round start up+back.

  • Kara Garuda Impact (kGaruda, 2146K~H OR 6K~214H)

Another big money maker. Garuda is already one of Potemkin's most useful moves, but extending its range allows for specific and very powerful oki setups to force the opponent in a very bad position while chipping away at their health, and some combos.

  • Kara Heat Tackle (kHT, 41236K~H OR 6K~41236H)

A way to extend the range of Heat Tackle, a niche combo ender, and most importantly a way to get a meaty c.S after mashing 5P. If used in neutral, be careful as Heat Tackle becomes less favorable for Potemkin the closer the opponent is to him, and a Kara can make a normally safe Heat Tackle punishable. A video guide explaining these uses of Kara Heat Tackle can be found here.

Do I have to learn how to kara?

No. However, the time investment is low and the gains are numerous. Understand many punishes and Potemkin Buster setups are unavailable sans kara specials. While you can win without them, it's advised you learn them when you can.

Neutral

In matchups where Potemkin is the aggressor

More "traditional" style grappler matchups will force Potemkin to work his way in. Primary tools in these matchups are ones that help Potemkin work his way into his threat range.

  • Slide Head

Can almost always be used to apply pressure from any farther distances. When used to stuff out attacks on reaction like projectiles or moves with long startup, the award is especially great in the form of a long range Hammer Fall Break.

  • F.D.B (flick)

As is its primary use, reflecting projectiles with F.D.B can help give Potemkin breathing room when being pressured from distances that aren't comfortable to him. The fireball can also provide protection for Potemkin while he makes his approach.

  • Hammer Fall & Hammer Fall Break

Scoring any form of knockdown, F.D.B reflect, or even some hits on block can net Potemkin valuable distance, allowing him to close ground.

  • 236P, 236K~P, and 2146K~P

While (usually) risky, an advancing Megafist can be an excellent approach tool. Calling out options that are low to the ground near the midrange can be a free ticket to Potemkin's ideal range, depending on which Megafist is used. Standard forward Megafist is the easiest to throw out on a dime, but is unsafe on block unless spaced properly. the same thing goes for Kara Forward Megafist, but the range allows you to approach from farther. On hit, Forward Megafists can allow Potemkin to enforce Garuda okizeme. Kara Back Megafist is both the most executionally difficult and safest of the forward-moving Megafists. It's very safe on block, allowing for a safe air approach, but it travels the least distance of every advancing Megafist.

  • Heat Tackle

While extremely punishable if blocked on the ground, a blocked Heat Tackle can be advantageous for Potemkin if blocked in the air from far away, letting him enforce pressure in matchups where the opponent likes to stay airborne and fullscreen. Can allow Potemkin to close distance with Hammerfall Break on counter hit, but often leaves him too far for pressure on normal hit without the aid of the corner.


In matchups where Potemkin is not the aggressor

Characters whose sole focus is to close the gap and apply pressure oftentimes allow Potemkin to set the tempo of the round. Time in these matchups is mostly spent playing keepout with Potemkin's large normals and punishing intensely when the opponent overextends.

  • f.S, 5H, 6H, 2D

Characters with short range or a focus on grounded approach can struggle against these buttons. Playing patiently to whittle down the opponent's mental fuse is key here.

  • 5P, 2P

Being Potemkin's fastest buttons, they can stop pressure in its tracks when opponents try to approach recklessly.

  • 214P

Back Megafist is one of Potemkin's strongest defensive tools. It allows him to retreat to a comfy distance (almost) safely, and is both plus on block and has considerable reward on counter hit. The ability to use back Megafist to punish an opponent who overextends is a strong tool that shouldn't be overlooked.

Frame advantage after Heat Tackle

Heat Tackle's unique trajectory results in variable frame advantage depending on when and how you hit the opponent. Frame advantage for common scenarios are listed below. Moves that can be kara cancelled out of can use kara Heat Tackle to situationally gain better oki.

When cancelling normals into Heat Tackle (grounded hit)

Move Advantage Kara cancellable
5P 21 +
5K 22~29 +
c.S 20 +
f.S 23~29 -
5H 19~26 -
2P 19~21 +
2K 19~21 +
2S 20~27 -
2H 26 -
2D 17 -
6P 17~18 -
6K 20 -

On air hit most moves, which can be confirmed into Heat Tackle from such a hit, on average gain from 6 to 11 additional frames of advantage, depending on how high Heat Tackle has landed, with the rule of thumb being the higher the better.


When blocked mid-air

There are 3 factors to consider when determining frame advantage on a mid-air block:

  • how high up the move was blocked;
  • how far Potemkin was from the opponent;
  • whether the opponent is using Faultless Defense.

With this in mind, the following patterns can be deduced:

  • The higher the opponent is from the ground, the more advantage Potemkin will have upon landing, and vice versa.
  • The further away Potemkin is from the opponent, the more advantage he will have upon landing, and vice versa.
  • Faultless defense nullifies frame advantage and will leave Potemkin either neutral or (more) negative on block in most circumstances.

The move is at its safest when performed far from the opponent and hits them at the highest point of the jump. That way you will be left either at an advantage or neutral to slightly negative once on the ground, even if the opponent utilizes Faultless Defense.

Conversely, the move is generally unsafe at mid and close range, with the result ranging from you losing your turn to getting punished with a full combo or a 5[D] air combo, if it was blocked on the ground.

At such ranges safer anti-air options ought to be used instead, such as 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 and Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, especially when the normals can be easily confirmed into Heat Tackle itself.

Pressure

Garuda

Also see Garuda Oki.

Potbuster Setups

Garuda Impact and CH 2S stagger allow for a guaranteed Potemkin Buster in range, but it may have to be input as kPB. A blocked Garuda or c.S leads to a strike/throw mix between Potemkin Buster and delayed gatlings. e.g. a blocked c.S leads to delayed 2S / 2H or Potemkin Buster; a blocked Garuda can be mixed between 2D and Potemkin Buster, but other options are possible for the Garuda situation too. It is possible to Potemkin Buster an opponent's wakeup, but it should be sparingly used unless as a read to a reversal DP as wakeup throw-protection makes a "meaty" Potemkin Buster fuzzy-jumpable at best, and mash-punishable at worst.

Covering Escape Options

Potemkin Buster is not only useful in its raw properties as a command grab, but the fear of its presence is incredibly valuable in pressure. In many cases, it's easy to score knockdowns in oki situations from the simplest of setups, because the opponent is deathly afraid of getting grabbed. 5K and 2K can clip prejump frames easily. After patch 1.09, Making the opponent block Heat Knuckle is considerably more rewarding than it was before. It cranks RISC gauge, leaves Potemkin at heavy advantage, and drops the opponent in the perfect position to continue pressure. Buttons like f.S, 5H, and 6H are effective at catching an opponents backdash, as is Slide Head and 2D.

Baits and Safejumps

Baiting out an opponent's risky option like a reversal or burst is one of the greatest money makers for Potemkin, as 9 times out of 10, it leads to a direct punish with Kara Buster, followed by Garuda Oki.

Burst Baits
  • Jump canceling c.S and blocking
  • Roman Cancelling any move
  • Sometimes just sitting still while the opponent is in the corner without resources is enough to scare a player into bursting.
Safejumps

A safejump is a technique that hits with a meaty aerial attack that also recovers fast enough to block an invincible reversal by the opponent. j.S is the preferred button to safejump with as it hits low enough to counterhit an opponent trying to 6P.

Starter Setup Position Notes
Normal Throw 5P (whiff) > jump > j.S Anywhere Doesn't work on  Nago or  Faust
Potemkin Buster 5P (whiff) > jump > j.S Corner Doesn't work on  Faust
Potemkin Buster RRC~2H > [4]6H->P > jump > j.S Anywhere
2D jump > j.S Anywhere
2D [4]6H->P > jump > j.S Anywhere
CH Hammerfall 5P (whiff) > jump > j.S Anywhere Doesn't work on  Nago or  Faust
Garuda (tumble) 6K > 63214S > superjump > j.S Corner Works on most Garuda tumbles mid-combo as well.
c.S 2H > 236P > 5P (whiff) > superjump > j.S Midscreen
Wall Slump Grounded wall stick from a normal > [4]6H->P > 623H (whiff) > jump > j.S Corner Kara the HK to get a little closer.

Garuda Oki

Garuda Impact (214H) is one of Potemkin's best, and most useful special moves. After a knockdown, Garuda is an excellent way to force a very nasty situation on your opponent. Garuda okizeme's versatility is nearly boundless; there is no reason not to do it when possible. It deals a ton of chip damage, can even be meatied twice in a row, and it beats nearly every reversal option the opponent could use to escape it. Once blocked, Garuda okizeme allows for a simple strike/Potemkin Buster mixup for a ton of damage, or other silly things.

You can set up Garuda okizeme after most of Potemkin's knockdowns, such as CH 6P, air-hit Mega Fist, 2D, Throw, and Potemkin Buster if you're close enough to the corner. If you actually are in the corner, you can set up Garuda after combos easily by hitting the opponent with an OTG 5K/c.S and cancelling into Garuda, which will hit them meaty and reset the situation. Spacing Garuda is important, as if you are too close to the opponent you run the risk of reversals beating you. If spaced properly, the only thing an opponent can do is use a reversal super, and in many cases reversal supers will clash with Garuda. In this case, cancel into Faultless Defense and punish the opponent.

This is one of Potemkin's greatest strengths and it's recommended you do it as much as you can. Being able to force your opponent to block the already dangerous Garuda is phenomenal, and it lets Potemkin carry momentum very easily after a knockdown - a unique strength among most of the GGST cast.

Options after Garuda

WIP

On Hit
  • Garuda > kPB

Very easy way to get a lot of extra damage, corner carry, and set up into another Garuda if you're close enough to the corner.

On Block

It's recommended you delay most options to make the timing ambiguous, as well as ensuring Potemkin Buster will hit.

  • Potemkin Buster / kPB

Will open opponents who choose to block easily, as well as kPB closing the distance on a far blocked Garuda. Will lose to jumping.

  • 2D

Will open opponents trying to block, jump, or backdash. Cancel into Hammer Fall Break immediately to loop Garuda oki if they got hit by this, which also means more chip damage to scare them.

  • c.S

+4 on block and one of your best options. It will catch opponents attempting to jump or mash, and if this is blocked as well it sets up your c.S strike/throw mix with Potemkin Buster or delayed gatlings. On hit, you get a fat combo.

  • Roman Cancel (BRC/PRC)

Sets up an even scarier mixup with 5K, 5D, and Potemkin Buster. A good way to close out rounds if you have the meter. If you want to make the high/low less reactable, you can use 2D as well, but if you already know your opponent is focused on reacting to the high/low then Potemkin Buster them instead.

Double Garuda

Yes, you can do Garuda twice in a row.
It's actually possible to make Garuda land so meaty that you can followup with a second kGaruda for twice the chip damage, closer range, and all of your regular On Block followups afterwards. The opponent cannot jump, mash, or throw out of the second Garuda if done right. Garuda needs to hit on effectively the last possible frame in order for this to be possible - this actually makes it so meaty your opponent can backdash it if they anticipate it. Use it after you've conditioned them to block Garuda and not backdash, which shouldn't be too hard to do on an experienced player. While it's very hard to realize you're going for a kGaruda on the first hit, opponents can still attempt to reversal super or DP out once they realize that's what you're doing. It's recommended you only use this on characters without DPs.

The reward for Double Garuda is as massive as it sounds. With proper conditioning, it will only make you even scarier.

Video Explanation:


Wallbreak vs Keeping the Corner

The decision of whether or not to break the Wall can be a decisive factor in achieving victory. In some matchups and situations you'll want to lean towards breaking the wall for damage and Positive Bonus. Other times you'll want to opt to not break the wall and keep the corner for the superior oki and positioning it provides.

While it is highly situational, a good guideline would be to break the wall if it will kill, if you feel confident in neutral after considering the matchup and resources for both players, or if the opponent has strong reversal options that can negate your oki. Avoid breaking the wall in matchups or situations where the opponent has a strong neutral advantage. If there is no clear answer then it is up to your personal preference.

Breaking the Wall

Pros and Cons of Breaking the Wall
+ Damage - Pot's corner combos do a ton of damage. The opponent might outright die or live with a sliver of health.
+ Positive Bonus - Pot makes very good use of meter and extra damage and defense supplements his high base stats.
- Return to neutral - Pot's neutral is mediocre to bad in most matchups and one lost interaction can lead to a round loss.
- Super wallbreak is mediocre - After a super wallbreak Pot's best option for oki is a tip range kara garuda which can be backdashed.
Wallbreak Combos

Potemkin's meterless corner combos can do a ton of damage. More damage than a lot of character's metered combos.

An easy corner combo is c.S > 2H > 236P > 5K > 6H > [4]6H

From there you have your choice of ender:

6H - High damage, consistent. Gives the opponent the least amount of meter and burst.
Heat Knuckle - Generally slightly higher damage than 6H. Gives both you and the opponent more meter and burst. Does not always connect if the opponent is not stuck to the wall high enough.
Giganter - The most damage. Can be followed up with 6H > Flick for more damage and super wallbreak. 6H > Heat Knuckle can also be used for even more damage at the expense of the super wallbreak.

See Corner Combo Theory for more advanced combos.

Post-Wallbreak

After a wallbreak you will be back to neutral unless you used Giganter for a super wallbreak. You're at a distance slightly further than round start. If you have meter you can use it immediately to gain an advantage. Popular options are BRC drift forward, Megafist/Hammerfall RC and raw Giganter. You can also save the meter for converting off stray hits or for defense. Due to positive bonus negating the meter penalty of supers and RC, you can use those options and still gain meter. Because of the passive meter gain and the likelihood of having a health lead, you can afford to play patiently until a good opportunity arises, or go extra aggressive with the resources you have.

Super Wallbreak

After a Super Wallbreak you can do a tip-range kara garuda. The opponent can backdash, and even on block you are too far to enforce much of a mix. However this is still a better situation than immediately having to fight in neutral. Whether it's worth spending the meter is up to you. Negating the chance for the opponent to use certain neutral skips such as drift BRC or supers such as Zato's Amorphous is useful. However this does usually mean giving up on other uses of meter for a bit unless you had 100 meter when breaking the wall.

Keeping the Corner

Pros and cons of not breaking the wall
+ Oki - It's easy to utilise Garuda Oki or Safejumps.
+ Guess for Game Scenarios - With Pot's high damage it's very realistic to kill the opponent in two guesses.
+ Superior positioning - Keeping the opponent in the corner limits their escape options and ability to fight back.
- No guaranteed returns - If the opponent guesses right on the mix and escapes then you've lost out on the guaranteed damage and positive bonus.
- Dealing with Burst and Reversals - If the opponent has Burst or a strong reversal option then you'll need to weaken your mix to deal with it, negating some of the benefits of keeping the corner.
- Harder to set up - You need to use specific combo routes to keep the opponent in the corner and in some cases it may not be possible such as if they backdash.


How to Not Break the Wall
  • Shorter Combos:

Not doing a full wall break combo will let you keep the wall and set up an oki situation of your choice. Flick does unusually low wall damage and can be used as an alternate ender to avoid breaking the wall at the expense of stronger oki.

Example Combo: c.S > 2H > 63214S

  • Fast RC Garuda > PB

Pot Buster can be used to avoid breaking the wall while still getting high damage, good oki and meter gain. On a counterhit c.S you can combo into Garuda and then Pot Buster. A counterhit 2S can be directly comboed into Pot Buster.

With meter you can combo into Garuda with a fast RC. A good combo is c.S > 2S > 5H > 66RRC~Garuda > Pot Buster. This combo is also meter neutral as Pot Buster lasts long enough for the meter penalty of the RC to expire. If you started with 50 meter on the first hit, then you would end with 50 meter. You are then able to go into Garuda or a safejump and have 50 meter available for the next mix.

  • Wallslumps

If you do only attacks that do not launch the opponent (such as cS, 2S, 5H and Garuda) then any wall stick will be a grounded wall stick or "wall slump". If you don't break the wall from that point then they are unable to tech away and are forced into a hard knockdown. This allows you plenty of time to use Garuda or any other oki setup you like. The Fast RC Garuda combo above also works to wall slump if there is preexisting wall damage. Either you will combo into Pot Buster which doesn't break the wall, or they will be forced into a wall slump and you can keep the wall that way.

  • Sometimes you can't avoid breaking the wall

If the opponent gets hit airborne, such as if they backdash, then any wall stick will be a normal wall stick where they are able to tech away. Instead of trying to force a way to chase the tech, it's generally better to take the damage and Positive Bonus.


External Links/Videos

What Can Potemkin Flick?

  • Missing a few moves, majority of options present

Potemkin Pressure Guide

  • Quick, informative, entertaining - many of the discussed garuda 50/50s

Potemkin Replay Playlist

  • Lots of FAB

Potemkin Discord

  • Large, active, willing to help

Navigation

Systems Pages
Application & Advanced Information
Archived Information