GGXRD-R2/Potemkin: Difference between revisions

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m (im not upplaying im trying to sell your character to newcomers)
(Changing descriptions of some normals)
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{{clr|4|5H}}'s higher hitting brother, {{clr|3|f.S}} is a long-range poke with a slight upward angle. Excellent at swatting IADs and distant air approaches as well as controlling the ground in front of you, even if the reward isn't high on hit.
{{clr|4|5H}}'s higher hitting brother, {{clr|3|f.S}} is a long-range poke with a slight upward angle. Excellent at swatting IADs and distant air approaches as well as controlling the ground in front of you, even if the reward isn't always high on hit.


Beware low profile moves such as {{Character Label|GGXRD-R2|Sol Badguy|label=Sol}}'s {{MiniMoveCard|game=GGXRDR2|chara=Sol Badguy|input=214s|label=Grand Viper}}, which will zoom under {{clr|3|f.S}} and punish you.
Beware low profile moves such as {{Character Label|GGXRD-R2|Sol Badguy|label=Sol}}'s {{MiniMoveCard|game=GGXRDR2|chara=Sol Badguy|input=214s|label=Grand Viper}}, which will zoom under {{clr|3|f.S}} and punish you.
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One of Potemkin's best pokes. It is huge, has solid and easy reward on counterhit at most ranges, and is mostly safe on block at -4. Has a lower hitbox than {{clr|3|f.S}}, so it's not recommended to prevent air approaches in the same manner. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=[4]6H|label=Hammerfall}}.  
One of Potemkin's best pokes. It is huge, has solid and easy reward on counterhit at most ranges, and is mostly safe on block at -4. Has a lower hitbox than {{clr|3|f.S}}, so it's not recommended to prevent air approaches in the same manner. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=[4]6H|label=Hammerfall}}.  


Close hit combos into Hammerfall. On CH you can follow up with Hammerfall from nearly any range, though it has a tendency to whiff if you do it from absolute max range. At those ranges where Hammerfall will whiff, use {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=236s|label=Slidehead}} instead
Close hit combos into Hammerfall. On CH you can follow up with Hammerfall from any range, though if {{clr|4|5H}} catches an extended hurtbox it can fail to combo.


Similar to {{clr|3|f.S}}, this move is susceptible to low profiles. Don't get too predictable!
Similar to {{clr|3|f.S}}, this move is susceptible to low profiles. Don't get too predictable!
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The go-to anti-air. It has impressive upper-body invulnerability and a sizable hitbox, which is good because this attack is really only any good when it counter hits, allowing you to follow-up with things like {{clr|3|f.S}}/{{clr|4|5H}} > {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=623H|label=Heat Knuckle}} from a distance, {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=j.41236H|label=I.C.P.M}} if you're close, or {{clr|2|6K}} loops in the corner. Without a counter hit, the poor recovery and lack of cancel options means you cannot do any guaranteed follow ups.
The go-to anti-air. It has impressive upper-body invulnerability and a sizable hitbox, which is good because it's really only any good when it counter hits. A normal hit will lead to pretty much nothing, except for a very close hit where you can link {{clr|1|5P}} into {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=623H|label=Heat Knuckle}}. On counter hit, you can combo into Heat knuckle at most ranges and an air series into {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=j.41236H|label=I.C.P.M}} at certain ranges


Upper body invuln frames 1~22.
Upper body invuln frames 1~22.
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Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5D.png |
GGXRD_Potemkin_5D.png |Do not get hit by this
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Potemkin throws out an angled backhand and shakes it like Bruce Lee. Now his only overhead normal since {{clr|2|6K}}'s overhaul. Slow startup and obvious animation make it difficult to use in pressure, but the available followups on homing jumps and dashes alike make it worth trying occasionally. At least when they do block it, it's in your favor.
Universal overhead. Punish tool, combo tool, and occasional surprise mixup tool.
Midscreen, go for a homing jump into {{clr|4|j.H}} > {{clr|4|j.H}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > ICPM. Corner, go for a homing dash into a {{clr|4|2H}} > {{clr|4|2H}} > HFB > {{clr|4|6H}} > Trishula > {{clr|2|6K}} > Trishula > {{clr|2|j.K}} > jc > {{clr|4|j.H}} > ICPM, or {{clr|4|2H}} > {{clr|4|2H}} > HFB > {{clr|4|6H}} > HFB > {{clr|3|2S}}/{{clr|2|6K}} loops depending on character (See below for more combo options and notation.


A trick you can do with the move to make it less obvious is to Trishula > YRC > {{clr|5|5D}} to hide the orange animation
{{clr|5|5D}} has incredible reward when you can land it. A simple homing dash combo in the corner will deal extreme damage, and a homing jump that ends with {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=j.41236H|label=I.C.P.M}} has a great deal of corner carry.
Much like other {{clr|5|5D}}s, it's fairly difficult to use in pressure due to its slow startup, obvious animation, and orange glow. However, its high reward on hit make it worth trying occasionally.


80% initial prorate.
80% initial prorate.  
{{CloseCard}}
{{CloseCard}}


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Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2P.png | 2P > Potemkin buster = profit.
GGXRD_Potemkin_2P.png | How to win round start
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Potemkin kneels down and pokes forward with both arms at an angle. Short reach and low hitbox, but decent speed and good cancel options. The go-to poke over {{clr|1|5P}} for grounded opponents, due to the height difference.
{{clr|1|2P}} is a great normal that does just about everything you could ask of a P normal, except anti air.
 
It has amazing range that reaches at round start, and is only 6f {{keyword|Startup}}, making it a great abare tool when {{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=632146P|label=Buster}} doesn't work, and it has a short total duration and good active frames making it a good low-commitment poke. It also has great gatlings making it a good pressure starter as well as being able to combo into {{clr|2|5K}} and {{clr|2|2K}} at close range, but they can whiff at max range.


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
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Potemkin swings his arms back and extends his leg for a mid-range kick. Faster than {{clr|2|5K}} and better range, making it more desirable in neutral while {{clr|2|5K}} remains preferable for oki. Cancels into slash attacks, but unfortunately {{clr|3|2S}} won't combo, so you need to be relatively close to get good followups like {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|3|2S}} > etc.
{{clr|2|2K}} is a simple normal. It is faster than {{clr|2|5K}} and better range, making it more desirable in neutral and pressure while {{clr|2|5K}} remains preferable for oki. It has good gatlings, but it only combos into {{clr|3|c.S}}, {{clr|3|f.S}}, and {{clr|5|2D}}.


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
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A crouching back-hand swing with great reach. Unfortunately it lost its vacuum effect from AC, but {{clr|2|6K}}'s ability to close the distance makes up for this somewhat. Primarily grounded combo filler now, though smart use can net you big damage since it causes stagger on counter hit.
{{clr|3|2S}} is a fairly large button that sees use in pressure and in neutral as a poke.  
 
Lots of normals gatling into this, and it staggers on counterhit, making it a good frametrap tool. When combined with its {{clr|2|6K}} gatling, {{clr|3|2S}} being 0 on block when cancelled to Hammerfall Brake turns it into a solid point to tick throw, reset pressure, and frametrap from. Though it has less range than {{clr|3|f.S}} and {{clr|4|5H}}, it can also be used as a poke as it gatlings to {{clr|5|2D}} for a simple knockdown at all ranges


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}

Revision as of 22:18, 10 August 2022


Overview
Overview

Potemkin is Guilty Gear's mainstay grappler. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punishes their reaction or lack thereof.

 Potemkin  Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punishes their reaction or lack thereof.

Pros
Cons
  • Potemkin Buster: The command grab that defines Potemkin. Blazing fast with huge range and damage, it lends itself well for use on offense and on defence when combined with universal mechanics and his great backdash.
  • Powerful Backdash: A contender for the best backdash. A very good tool to get out of pressure situations due to being fully invincible until its final frame.
  • Obscene Corner Damage: Some of the highest damaging conversions in the game off corner hits or Potemkin Buster.
  • High Stun Potential: A number of Potemkin's combos use normals with high stun modifiers, making a stun a big threat. His Giganter Kai super also has a huge stun modifier, giving him combos that stun from one touch.
  • Massive Stamina: The highest effective health in the game. Potemkin has a defense modifier of 0.93. He also has the highest stun resistance in the entire game, making him borderline impossible to stun.
  • Unique Antizoning Options: F.D.B and Slidehead allow Potemkin to deal with zoning.
  • Corner Reliant: His midscreen pressure suffers from not having strong ways to discourage Fuzzy Jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.s and he lacks damage without the corner.
  • Slow: Potemkin cannot run or airdash, and has 5f jump startup. This makes approaching the opponent difficult and linear, and Hammerfall is not a suitable replacement for these shortcomings.
  • Weak to Zoning: While he has F.D.B and Slidehead, Potemkin still struggles to deal with matchups where his opponent would rather stay out of his range.
  • Large: Big hurtbox that makes him more susceptible to instant overheads, F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, and character specific combos.
Potemkin
GGXRD-R Potemkin Portrait.png
Defense
x0.94
Guts Rating
3
Weight
[94] Super Heavy
Stun Resistance
80
Prejump
5F
Backdash
21F (1~20F invuln)
Wakeup Timing
24F (Face Up)/ 22F (Face Down)
Unique Movement Options
No Run
Hammer Fall
I.C.P.M
Fastest Attack
Reversals

Normal Moves

5P

5K

c.S

f.S

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
36 Mid 11 7 18 -11

5H's higher hitting brother, f.S is a long-range poke with a slight upward angle. Excellent at swatting IADs and distant air approaches as well as controlling the ground in front of you, even if the reward isn't always high on hit.

Beware low profile moves such as  Sol's Grand ViperGGXRD Sol GrandViper1.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
, which will zoom under f.S and punish you.

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

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 Mid 15 7 16 -4

One of Potemkin's best pokes. It is huge, has solid and easy reward on counterhit at most ranges, and is mostly safe on block at -4. Has a lower hitbox than f.S, so it's not recommended to prevent air approaches in the same manner. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16.

Close hit combos into Hammerfall. On CH you can follow up with Hammerfall from any range, though if 5H catches an extended hurtbox it can fail to combo.

Similar to f.S, this move is susceptible to low profiles. Don't get too predictable!

Gatling Options: 5D, 2D

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 Mid 11 7 19 -9 1~4F Upper body
5~12F Above Knees

The go-to anti-air. It has impressive upper-body invulnerability and a sizable hitbox, which is good because it's really only any good when it counter hits. A normal hit will lead to pretty much nothing, except for a very close hit where you can link 5P into Heat KnuckleGGXRD Potemkin HeatKnuckle.pngGuardUnblockable Hit GrabStartup12Recovery21Advantage+14. On counter hit, you can combo into Heat knuckle at most ranges and an air series into I.C.P.MGGXRD Potemkin ICPM.pngGuardMidStartup13Recovery29Advantage- at certain ranges

Upper body invuln frames 1~22.

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
40 Mid 16 8 20 -9

An integral forward advancing normal, both in pressure and in corner combos.

Since it clears lot of space in a short amount of time, this can be used to stick to your opponent in blockstring. On normal block, cancelling to FlickGGXRD Potemkin FDB.pngGuardMidStartup19Recovery12Advantage+2 leaves a 1f gap, cancelling to HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16 true strings but a slight delay will leave a gap, and cancelling to Hammerfall Brake will leave you +2! When combining all these options, 6K becomes a formidable threat as a pressure tool as it becomes a prime point to tick throw, reset pressure, or do a devastating frametrap. A savvy defender will look to instant block this move, as it takes most of the sting out of it on block by making the special cancel gaps larger and making it minus if cancelled to Hammerfall Brake. They may also use FD to push you out to make 6K whiff if you're not careful with your blockstrings

In the corner, 6K works excellent as a frametrap to catch jumps as on air hit it causes a long enough wallsplat to loop into itself through [6K > Hammerfall Brake]xN. These loops are a staple combo filler in the corner due to dealing very high damage.

  • On air hit, causes approximately 36f of wallsplat.
  • Staggers on counterhit

6H

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
80 Mid 23 5 30 -16

His longest reaching normal, and his most damaging, but not suited to standard poking due to its slow startup. Instead, it can be seen as combo filler or as a situational combo starter

Midscreen, there is no meterless followup on normal hit, but they are launched a far distance towards the corner. On counterhit, the same applies. Closer to the corner, 6H's value as a combo starter drastically increases. In the corner, a slightly spaced normal hit 6H has meterless followups on a majority of the cast that leads to dealing 50%, and a counterhit 6H will lead to a practical, meterless TOD on half the cast from slightly closer than round start position. As a result, 6H is most commonly used to fish for counterhits or as a combo starter after a stun.

  • On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
  • Counter hit blows opponent away and causes them to tumble on the ground for XX frames. The opponent is treated as airborne for followups.

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
30 High 27 2(2)2(2)2 8 +1

Universal overhead. Punish tool, combo tool, and occasional surprise mixup tool.

5D has incredible reward when you can land it. A simple homing dash combo in the corner will deal extreme damage, and a homing jump that ends with I.C.P.MGGXRD Potemkin ICPM.pngGuardMidStartup13Recovery29Advantage- has a great deal of corner carry. Much like other 5Ds, it's fairly difficult to use in pressure due to its slow startup, obvious animation, and orange glow. However, its high reward on hit make it worth trying occasionally.

80% initial prorate.

2P

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
12 Mid 6 4 6 ±0

2P is a great normal that does just about everything you could ask of a P normal, except anti air.

It has amazing range that reaches at round start, and is only 6f Startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame., making it a great abare tool when BusterGGXRD Potemkin PotemkinBuster.pngGuardGround Throw: 308000Startup3RecoveryTotal 40Advantage+62 doesn't work, and it has a short total duration and good active frames making it a good low-commitment poke. It also has great gatlings making it a good pressure starter as well as being able to combo into 5K and 2K at close range, but they can whiff at max range.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

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
36 Mid 14 3 20 -6

2S is a fairly large button that sees use in pressure and in neutral as a poke.

Lots of normals gatling into this, and it staggers on counterhit, making it a good frametrap tool. When combined with its 6K gatling, 2S being 0 on block when cancelled to Hammerfall Brake turns it into a solid point to tick throw, reset pressure, and frametrap from. Though it has less range than f.S and 5H, it can also be used as a poke as it gatlings to 2D for a simple knockdown at all ranges

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

2H

2D

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
35 Low 12 5 14 -2

Potemkin turns on his heel to deliver a long-range sweep. Low, with decent startup considering its reach. Though negative on block, its range means you're unlikely to be punished even up close, and gives it some viability as a tick grab setup. Can also be used on oki when you're too far away for 5K but still want to tag the opponent with a low. But in general you're better off only using this on grounded combos for the knockdown, and sticking with Hammerfall cancels for pressure.

j.P

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
18 High / Air 7 6 6

A quick elbow jab. Potemkin bunches up into a ball for this one, shrinking his hurtbox somewhat, but not enough to make a huge difference. Cancels into itself and all his other aerial attacks, and is a good choice for air-to-air combat. If the opponent blocks, keep pressing it until you both land and you can set up pressure or go straight for a grab. Additionally, since j.S gatlings back into j.P, you can use j.S as a jump-in, cancel into j.P if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K

j.S

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
36 High / Air 13 6 23

An overhead hammer swing with both fists. Covers a good amount of space, going from slightly above to well below Potemkin as the active frames complete. Desirable as a jump-in for its hitbox, its ability to cancel into j.P for grab setups, and the fact that it staggers grounded opponents on counter hit, allowing combos directly into Potemkin Buster (or anything else you might want to try). Air counter hits provide pretty decent untechable time, allowing you to combo into Heat Knuckle after landing, depending on the height.

Gatling Options: j.P, j.H, j.D

j.H

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 Grounded 9 After Landing

Potemkin thrusts his arms out, hovering in the air briefly, then drops to the ground butt-first. His extended arms drastically widen his hurtbox, but his butt isn't part of it, making it more likely to clash than be anti-aired cleanly. Knocks down on ground hit, slams down on air hit, ground bounce on counterhit that can be followed up if you hit it high up in the air or RRC it. Can be blocked while crouching.

Universal Mechanics

Ground Throw

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
0,60 Ground Throw: 96250 1 +37

Potemkin channels his former self, and scoops his opponent up over his head, then slams them down like a ragdoll in front of him. This replaces his old over-the-shoulder throw, and comes with a few advantages in comparison. First and foremost, it keeps them much closer, and Potemkin recovers in time to attempt oki. Secondly, he now throws the opponent in the same direction as the lever is pressed, meaning he can more easily throw the opponent into the corner while on defense. These benefits come at a cost, and that's virtually no combo options. Can be followed in midscreen with RC 2H>HFB>sj j.P>j.K>j.S>ICPM, and in corner RRC>6K>HFB 4x>trishula>6k>trishula>j.K JC j.H>ICPM

Has 65% forced prorate.

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Heat Knuckle

623H

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
Heat Knuckle
623H
0,15×2,40 Unblockable Hit Grab 12 2 21 +14
Heat Extend
Knuckle>63214H
90 +53

Heat Knuckle is Potemkin's anti-air grab. He reaches his hand up at about a 45-degree angle, and if the opponent is caught, they're locked into his hand to be set on fire. After three hits, they get blown away. In the corner, Potemkin can actually grab them with another Heat Knuckle if he's still close enough.

Heat Extend is a follow-up to Heat Knuckle, in which Potemkin channels energy into his gauntlet, then blows the opponent away with a large explosion. This adds a big chunk of damage to Heat Extend, and sends the opponent farther away, though they can still tech before they hit the ground.

Since Heat Knuckle always sends the opponent away, there's no reason not to use Heat Extend except in rare instances where you can combo Heat Knuckle into itself.

Megafist

236P or 214P

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
236P 50 High / Air 24 8 8 -4 1~39 Lower Body
214P 50 High / Air 25 9 6 +4 1~39 Lower Body

Potemkin leaps forward or backward with a heavy double-punch. Though he isn't airborne immediately, he does get some lower body invulnerability from frame 1.

Forward Mega Fist has some use as an approach, especially if YRC'd, but is very unsafe on block (guaranteed throw up close) and not even that useful on hit unless its CH or you RRC it. Meanwhile, Backwards Mega Fist is plus on block, staggers on counter hit, and has more active frames. However, this doesn't mean you can't use Forward Mega Fist in pressure, properly spaced it is good way to advance and stuff certain moves. During Danger Time mega fist becomes a lot better, since it's relatively fast overhead and leads to dust on hit.

Forward: Lower body invuln frames 1~39, airborne from frame 3 onward. Backward: Lower body invuln frames 1~39, airborne from frame 5 onward.

Slide Head

236S

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
40[0] Low[Unblockable] 25[29] 2[1] Total 54 -11 1-16 Above Knees

Potemkin rears back, then slams his massive body to the ground, creating a shockwave. This attack actually has two stages. The first is Potemkin's actual body, a standard attack that hits low and knocks the opponent down if they don't block it. Once he lands, the shockwave occurs: if the opponent is on the ground when it happens, they get knocked down. In both cases, the opponent is knocked down for considerably longer than usual, giving Potemkin plenty of time to close the distance, if applicable, and set up okizeme. Note, however, that if the first attack connects, even if it's blocked, the shockwave will not occur.

Slide Head has some upper body invincibility as it starts up, which might be enough to get you out of a counter-poke, but don't rely on it too heavily.

There is also a window in which Potemkin can hit the ground and create the shockwave effects, but then YRC before the actual shockwave occurs. Great if you're trying to scare the opponent into jumping.

You can also time Slide Head so that the shockwave hits just as the opponent is getting up. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. You can then RC, slowing down time and extending their knockdown animation, giving you time to combo them while they're still airborne and do some big damage.

There are some exceptions to the rules for Slide Head's shockwave. Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (I-no, Ramlethal, Dizzy, Johnny, etc). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status.

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
Normal
[4]6H
60 Mid 18[31] 2 33 -16 1~Super Armor
Brake
Hammer Fall > P
Total 15

Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, arms spread, then smashes them together once he's in range of the opponent. He can travel about 3/4 of a screen length like this, and the attack only goes active if the opponent is in range to be hit by it (though, if they're moving at the time, the actual attack portion's startup may still cause it to miss). While traveling forward, Potemkin has a single hit of super armor, which will absorb any attack besides Overdrives for half damage and keep on truckin'.

Unsafe on block, you should be really careful to throw this move out without meter to yrc/rrc. Also has some utility in combos, as it causes float on hit, and has long untechable time in counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting P during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you to, for example:

  • Absorb the hit of an obvious attack with long recovery, Brake, and punish.
  • Cancel into Hammerfall during a block string, stop early, and tick grab/punish escape/continue pressure.
  • Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)

F.D.B.

63214S

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 40 Mid 19 3 12 +2 4~18 Reflect
Reflected 16 All 2 150 Total 22 1~22 Strike

Flick Dat Back! Potemkin kneels down and props his arm up, storing up energy and unleashing it with a quick flick. The flick itself has a massive hitbox, much larger than its animation suggestions, and can stagger opponents on hit or keep you safe on block. Its faster startup compared to previous games creates new opportunities for combos on the ground, especially after 6K.

  • You can hold button to delay flick.

While F.D.B. is starting up (frames 4~18), if a projectile attack hits Potemkin, he'll reflect it back with the flick as a screen-filling wave of explosions. This wave eats up other projectiles it meets, and if it hits the opponent on the ground, will cause them to stagger (on air hit they just get floated a bit, but the untech time is still decent). This instant flick also makes Potemkin recovery significantly faster, allowing him to capitalize on this new pressure he's created.

  • If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
Reflectable Projectiles Table
Character Move
 Answer
  • Business Ninpo: CaltropsGGXRD Answer Caltrops.pngGuardAllStartup12RecoveryTotal 42Advantage-7
  • Business Ninpo: Under the BusGGXRD Answer UnderTheBus.pngGuardAllStartup15RecoveryTotal 40Advantage+4
 Axl Low
  • Sickle FlashGGXRD Axl SickleFlash.pngGuardMidStartup13Recovery37Advantage-13
  • Spindle SpinnerGGXRD Axl SpindleSpinner.pngGuardGround ThrowStartup27Recovery38Advantage+34
 Baiken
  • Tatami GaeshiGGXRD Baiken TatamiGaeshi.pngGuardAllStartup15RecoveryTotal 45Advantage-4
  • YashagatanaGGXRD Baiken Yashagatana.pngGuardAllStartup33RecoveryTotal 48Advantage+5
 Bedman
  • Task AGGXRD Bedman TaskA.pngGuardAllStartup18RecoveryTotal 49Advantage-5
  • Task A'GGXRD Bedman TaskA.pngGuardAllStartup37RecoveryTotal 70Advantage+9
  • Deja VuGGXRD Bedman DejaVu.pngGuardStartupRecoveryTotal 30Advantage- (All versions.)
 Chipp Zanuff
  • Gamma BladeGGXRD Chipp GammaBlade.pngGuardAllStartup19RecoveryTotal 56Advantage+5
  • ShurikenGGXRD Chipp Shuriken.pngGuardAllStartup23RecoveryUntil Landing+6 After LandingAdvantage-
  • KunaiGGXRD Chipp Zanuff wK.pngGuardAllStartup9RecoveryTotal 18Advantage-
 Dizzy
  • I used this to catch fishGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23
  • For searing cod...GGXRD-R Dizzy ForSearingCod.pngGuardAllStartup26RecoveryTotal 63Advantage-11
  • I used this to pick fruitGGXRD-R Dizzy ToPickFruit.pngGuardAllStartup22RecoveryTotal 37Advantage+11
  • For roasting chestnuts...GGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14
  • We talked a lot togetherGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- (The projectile will immediately hit the fish.)
  • We fought a lot togetherGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage- (Only the S/H versions.)
  • For putting out the lightGGXRD-R Dizzy ForPuttingOutTheLight.pngGuardAllStartup17RecoveryTotal 50Advantage-14
  • The light was so small in the beginningGGXRD-R Dizzy TheLightWasSoSmall.pngGuardAllStartup33RecoveryTotal 54Advantage+9
  • Please leave me aloneGGXRD-R Dizzy PleaseLeaveMeAlone.pngGuardAllStartup12RecoveryTotal 24Advantage- (The bubble's explosion.)
  • What happens when I'm TOO aloneGGXRD-R Dizzy WhenI'mTOOAlone.pngGuardAllStartup29RecoveryTotal 29Advantage- (The bubble's explosion.)
 Elphelt Valentine
  • PineberryGGXRD-R Elphelt Pineberry.pngGuardStartupRecovery19Advantage- (Both the toss and the explosion.)
  • Miss ConfireGGXRD-R Elphelt MissConfire.pngGuardStartupRecoveryAdvantage-
 Faust
  • 5D ReflectGGXRD Faust 5D.pngGuardAllStartup1RecoveryAdvantage- (The resulting baseball from a successful reflect.)
  • LoveGGXRD Faust Love.pngGuardAllStartup21RecoveryTotal 43Advantage- (Only the thrown bag, not the explosion itself.)
  • What Could This Be?GGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage-/W-W-What Could This Be?GGXRD Faust W-W-WhatCouldThisBe.pngGuardStartupRecoveryTotal 46(Super Freeze 1)Advantage-
    • HammerGGXRD Faust Hammer.pngGuardAllStartup13Recoverycontact or landingAdvantage-/Golden HammerGGXRD-R2 Faust GoldHammer.pngGuardAllStartup13Recoverycontact or landingAdvantage-
    • Chibi FaustGGXRD Faust ChibiFaust.pngGuardAllStartup45Recoverycontact or landingAdvantage-/Large FaustGGXRD-R2 Faust BigFaust.pngGuardAllStartup45Recoverycontact or landingAdvantage-
    • BombGGXRD Faust Bomb.pngGuardAllStartup131RecoveryexplosionAdvantage-/FireworksGGXRD-R2 Faust Fireworks.pngGuardAllStartup192RecoveryexplosionAdvantage-
    • MeteorsGGXRD Faust Meteors.pngGuardAllStartup196~Recoveryall meteors landAdvantage-/Gigantic MeteorGGXRD-R2 Faust BigMeteor.pngGuardAllStartup196~Recoverylast hit after landingAdvantage-
    • PoisonGGXRD Faust Poison.pngGuardAllStartup85RecoverylandingAdvantage-
    • 100 Ton WeightGGXRD Faust 100TonWeight.pngGuardAll,UnblockableStartup13RecoverylandingAdvantage-/10,000 Ton Weight (Both the weight itself and the shockwave.)
    • Oil CombustionGGXRD Faust OilCombustion.pngGuardAllStartup11RecoveryAdvantage-
    • Jump PadGGXRD Faust JumpPad.pngGuardUnblockableStartup87RecoveryexpiresAdvantage- (After it lands.)
 I-No
  • 5DGGXRD Ino 5D.pngGuardHighStartup26Recovery9Advantage-7 (Only after being YRC'd.)
  • Antidepressant ScaleGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12
  • Chemical LoveGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3
  • Chemical Love (Vertical)GGXRD Ino ChemicalLoveS.pngGuardAllStartup11Recovery11+9 After LandingAdvantage-4
 Jack-O
  • Remove the Chain of ChironGGXRD-R JackO Remove the Chain of Chiron.pngGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-
  • Ghost ThrowGGXRD-R JackO GhostThrow.pngGuardStartup12RecoveryTotal: 32Advantage+6
  • ExplodeFile:GGXRD-R2 JackO 22H S 1.pngGuardStartup192Recovery12Advantage-
  • All Servant attacks.
 Jam Kuradoberi
  • N/A
 Johnny
  • Glitter is GoldGGXRD Johnny GlitterIsGold.pngGuardAllStartup6RecoveryTotal: 17Advantage+8
  • ZweihanderGGXRD Johnny Zweihander.pngGuardAllStartup1RecoveryUntil Landing + 10Advantage-
 Kum Haehyun
  • 5DGGXRD-R2 Haehyun 5D.pngGuardHighStartup26Recovery12Advantage+2 (Only after being YRC'd.)
  • Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16
 Ky Kiske
  • 5DGGXRD Ky 5D.pngGuardHighStartup28Recovery11Advantage-5
  • j.DGGXRD Ky jD.pngGuardAllStartup38RecoveryTotal 25+8 after landingAdvantage-
  • Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10
  • Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14
  • Air Stun EdgeGGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage+2
 Leo Whitefang
  • Graviert WurdeGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8
 May
  • Applause for the Victim (As long as she's not riding it.)
  • Don't Miss It!GGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage-
 Millia Rage
  • Tandem TopGGXRD Millia TandemTop.pngGuardAllStartup11RecoveryTotal 38Advantage-1
  • Silent ForceGGXRD Millia SilentForce.pngGuardAllStartup11Recovery23 TotalAdvantage-
  • Secret GardenGGXRD Millia SecretGarden.pngGuardAllStartup77RecoveryTotal 74Advantage-
 Potemkin
  • Slide HeadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11
  • TrishulaGGXRD Potemkin Trishula.pngGuardMidStartup25Recovery18Advantage-6
  • F.D.B. ProjectileGGXRD Potemkin FDB2.pngGuardAllStartup2RecoveryTotal 22Advantage-
 Ramlethal Valentine
  • Deploy Giant SwordGGXRD Ramlethal 2S.pngGuardAllStartup67 [96]RecoveryTotal 33Advantage- (All versions.)
  • CassiusGGXRD Ramlethal Cassius.pngGuardAllStartup19RecoveryTotal 46Advantage-1
 Raven
  • Schmerz BergGGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9
  • Gebrechlich LichtGGXRD-R Raven GebraeuchlichLicht.pngGuardAllStartup21RecoveryTotal 45 + landing 8Advantage-4
  • Scharf KugelGGXRD-R Raven ScharfKugel.pngGuardAllStartup71RecoveryTotal:46Advantage+30
 Sin Kiske
  • N/A
 Slayer
  • Helter SkelterGGXRD Slayer HelterSkelter.pngGuardAllStartup25Recovery13Advantage+12
 Sol Badguy
  • Gun FlameGGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4
  • BreakGGXRD Sol Kudakero1.pngGuardAllStartup22Recovery29 after landingAdvantage+2
 Venom
  • Ball HitGgxrd venom ballhit.pngGuardAllStartup1RecoveryAdvantage-
  • QVGgxrd venom qv.pngGuardMidStartup20~83RecoveryTotal 38~101Advantage-4 [-1, +1, +5]
  • Stinger AimGgxrd venom stingeraim.pngGuardAllStartup15~26RecoveryTotal 43~54Advantage-2
  • Carcass RaidGgxrd venom carcassraid.pngGuardAllStartup16RecoveryTotal 32Advantage+10
 Zato-1
  • Invite HellGGXRD Zato InviteHell.pngGuardLowStartup18RecoveryTotal 44Advantage0
  • Drill SpecialGGXRD Zato DrillSpecial.pngGuardLow / Air, All×2Startup146Recovery(Summon Vanishes)Advantage-

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
0,150,0 Ground Throw: 308000 3 Total 40 +62 1~2 Throw
3~5 All

Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. He pulls the opponent up, hoists them over his head, then leaps into the air and slams them down before throwing them aside. Deals high damage, has deceptively long reach and incredibly fast startup.

If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit j.H late, then follow up on the ground with something like c.S > f.S > Heat Knuckle, or a 6K loop if in the corner.

Throw invulnerable frames 1-2, Full invulnerable 3-5. 50% forced prorate.

Trishula

214K

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
48 Mid 25 15 18 -6 1~39 Above Knees

Potemkin hunkers down before exploding in a pillar of fire. Has high vertical reach - far past what the fire suggests - but almost none horizontally. Launches the opponent on hit and also pulls them slightly inward, with time to air combo (usually with superjump j.P > j.K > j.S > ICPM). CH near corner grants 6H combos.

Absorbs projectiles while starting up, and has upper body invulnerability to boot, but is mostly used as combo tool or to catch really obvious air approaches. Potemkin is in counter hit state during recovery.

Invincible above the knees frames 1-39. 80% forced scaling.

I.C.P.M

j.41236H

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
0,60 Mid 13 Until Landing 29

Potemkin propels himself through the air in an arc, leaving smoke in his wake. The move is active until Potemkin hits the ground. If he hits his opponent, they're pinned to his Pickelhaube and are dragged to the ground with him. If he misses, he sticks in the ground himself and is stuck there briefly before recovering, very unsafe on block/whiff.

  • Potemkin can RRC when he has pinned his opponent and combo afterwards.

Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing.

  • 20F: Venom
  • 22F: Ky
  • 23F: Potemkin, Bedman
  • 24F: Sol, May, Millia, Zato, Faust, Axl, Ramlethal
  • 25F: Slayer
  • 26F: Elphelt
  • 27F: Leo
  • 29F: Chipp, Sin

Overdrives

Heavenly Potemkin Buster

236236S (236236D)

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
0,170,0
[0,212,0]
Unblockable 10+1 15 10 +56 1~12 Full
13~25 Throw & Upper Body

The anti-air grab. Potemkin launches his entire body upward at about a 45-degree angle, although the hitbox is only on the inside of his hand and arm.

Does good damage, and is easy to connect after virtually any ground-to-air hit, making it a reliable ender. Can also be used to punish air techs or for a hard read on a jump. Corner HPB > RRC > 6H > xx leads to huge damage. Hellfire burst HPB is one of the highest damage attacks in the entire game (if you somehow manage to land it).

Fully invuln frames 1-12. Throw invincible for duration.

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
30 Mid 9+8 60 Total 50 ±0 1~9 Full

Potemkin rips the air apart like Hulk Hogan's tanktop, creating a field of energy that slowly floats forward. This wave of energy absorbs other projectiles that hit it, and if it hits the opponent it staggers them (if grounded) or puts them in a slow float with long untechable time (if airborne). In both instances, Potemkin is afforded plenty of time to follow up for big damage. Since it's a projectile, he isn't pushed back by the attack connecting, allowing him to make some interesting combos in the corner. In addition, the energy wave has a very high stun modifier, making it easier to dizzy the opponent.

Fully invuln frames 1-9.

Gigantic Bullet EX

Giganter EX > 4123641236P

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
145 Mid 49 24 17 -22

The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before rapidly launching himself forward. Does massive damage and blows the opponent away on hit with substantial untechable time. Unlike Giganter itself, however, it has a 0x stun modifier, so its damage isn't counted at all when determining dizzy state for the opponent. This makes the choice to use Bullet an interesting one: do you go for the upfront damage and potential follow-up damage, or go for the dizzy and reset into an even more damaging combo?

The core factor for deciding which to use is your opponent's current healthbar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Bullet only offers the opportunity to follow up if you're in or very near the corner.

Instant Kill

Infernal Tour

in IK mode: 236236H

External References

Navigation

 Potemkin


To edit frame data, edit values in GGXRD-R2/Potemkin/Data.

GGXRD-R2/Navigation