GGXRD-R2/Potemkin: Difference between revisions

From Dustloop Wiki
(mov)
Line 25: Line 25:


===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5P.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5P_hitbox1.png |
GGXRD_Potemkin_5P_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Jab. While this is your fastest normal, the punching animation is very high, causing it to whiff on crouchers. Because of this, {{clr|1|5P}} is mostly reserved for anti airing rather than abare and other standard {{clr|1|5P}} things
Jab. While this is your fastest normal, the punching animation is very high, causing it to whiff on crouchers. Because of this, {{clr|1|5P}} is mostly reserved for anti airing rather than abare and other standard {{clr|1|5P}} things


[[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|4|6H}}, {{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|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
}}


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5K.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5K_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Low normal that works best as an oki tool due to its high number of active frames making it very easy to hit meaty. Also great for catching backdashes!
Low normal that works best as an oki tool due to its high number of active frames making it very easy to hit meaty. Also great for catching backdashes!


[[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|5H}}, {{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|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
}}


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_cS.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_cS_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
A quick, close range jump cancellable normal that sees most use as combo or blockstring filler due to its good gatlings and jump cancel.
A quick, close range jump cancellable normal that sees most use as combo or blockstring filler due to its good gatlings and jump cancel.


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{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|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
}}


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_fS.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_fS_hitbox1.png |
GGXRD_Potemkin_fS_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
{{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.
{{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.


Line 150: Line 60:


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{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|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
}}


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5H.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5H_hitbox1.png |
GGXRD_Potemkin_5H_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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}}.  


Line 186: Line 73:


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


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_6P.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_6P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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
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.


{{CloseCard}}
}}


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_6K.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_6K_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
An integral forward advancing normal, both in pressure and in corner combos.  
An integral forward advancing normal, both in pressure and in corner combos.  


Line 254: Line 97:
*On air hit, causes approximately 36f of wallsplat.
*On air hit, causes approximately 36f of wallsplat.
*Staggers on counterhit
*Staggers on counterhit
{{CloseCard}}
}}


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_6H.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_6H_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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
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, {{clr|4|6H}}'s value as a combo starter drastically increases. In the corner, a slightly spaced normal hit {{clr|4|6H}} has meterless followups on a majority of the cast that leads to dealing 50%, and a counterhit {{clr|4|6H}} will lead to a practical, meterless TOD on half the cast from slightly closer than round start position. As a result, {{clr|4|6H}} is most commonly used to fish for counterhits or as a combo starter after a stun.
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, {{clr|4|6H}}'s value as a combo starter drastically increases. In the corner, a slightly spaced normal hit {{clr|4|6H}} has meterless followups on a majority of the cast that leads to dealing 50%, and a counterhit {{clr|4|6H}} will lead to a practical, meterless TOD on half the cast from slightly closer than round start position. As a result, {{clr|4|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.
*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.
}}
{{CloseCard}}


===<big>{{clr|5|5D}}</big>===
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5D.png |Do not get hit by this
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5D_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Universal overhead. Punish tool, combo tool, and occasional surprise mixup tool.
Universal overhead. Punish tool, combo tool, and occasional surprise mixup tool.


Line 320: Line 118:
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.
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.
}}
{{CloseCard}}


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2P.png | How to win round start
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
{{clr|1|2P}} is a great normal that does just about everything you could ask of a P normal, except anti air.  
{{clr|1|2P}} is a great normal that does just about everything you could ask of a P normal, except anti air.  


Line 354: Line 129:


[[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}}
{{CloseCard}}
}}


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2K.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2K_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
{{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}}.
{{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}}
{{CloseCard}}
}}


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2S.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2S_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
{{clr|3|2S}} is a fairly large button that sees use in pressure and in neutral as a poke.  
{{clr|3|2S}} is a fairly large button that sees use in pressure and in neutral as a poke.  


Line 418: Line 149:


[[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}}
{{CloseCard}}
}}


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2H.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2H_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
{{clr|4|2H}} is a slow but high reaching normal with short horizontal range. One of Potemkin's best counterhit starters, and decent at anti airing too.
{{clr|4|2H}} is a slow but high reaching normal with short horizontal range. One of Potemkin's best counterhit starters, and decent at anti airing too.


Line 453: Line 162:


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


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2D.png |This knocked down? Congrats. You can start winning now.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_2D_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Complimentary low poke to {{clr|2|2K}} and key grounded knockdown button.  
Complimentary low poke to {{clr|2|2K}} and key grounded knockdown button.  


Most grounded combos will end in this normal as it gives a safejump on hit, or just a normal meaty.  In pressure, {{clr|5|2D}}'s lack of cancel options means that it ends your pressure on block, but it's nigh unpunishable at only -2 with decent pushback. It can also be used on oki when you're too far away for 5K but it's better to use a normal with special cancels, like {{clr|3|f.S}}, to continue pressure
Most grounded combos will end in this normal as it gives a safejump on hit, or just a normal meaty.  In pressure, {{clr|5|2D}}'s lack of cancel options means that it ends your pressure on block, but it's nigh unpunishable at only -2 with decent pushback. It can also be used on oki when you're too far away for 5K but it's better to use a normal with special cancels, like {{clr|3|f.S}}, to continue pressure
{{CloseCard}}
}}


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jP.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jP_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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 {{clr|3|j.S}} gatlings back into {{clr|1|j.P}}, you can use {{clr|3|j.S}} as a jump-in, cancel into {{clr|1|j.P}} if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).
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 {{clr|3|j.S}} gatlings back into {{clr|1|j.P}}, you can use {{clr|3|j.S}} as a jump-in, cancel into {{clr|1|j.P}} if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{CloseCard}}
}}


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jK.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jK_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
A Mario-esque jumping kick. Also like Mario, Potemkin can bounce off his opponents with this, since it's his only aerial attack that can be jump canceled.
A Mario-esque jumping kick. Also like Mario, Potemkin can bounce off his opponents with this, since it's his only aerial attack that can be jump canceled.


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}
[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}
{{CloseCard}}
}}


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jS.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jS_hitbox.png |
GGXRD_Potemkin_jS_2_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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 {{clr|1|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.
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 {{clr|1|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.


[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGXRD-R2/Potemkin/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{CloseCard}}
}}


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images=
Potemkin crosses his arms in front of him for a body splash. Massive horizontal hurtbox, hitting on both sides of his center line. The legs hit lower than the arms, making its usefulness as a jump-in dependent entirely on how ambiguous you can make it as a crossup. Can be canceled into ICPM, but only combos at certain heights.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jH.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jH_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Potemkin crosses his arms in front of him for a body splash. Massive horizontal hurtbox, hitting on both sides of his center line. The legs hit lower than the arms, making its usefulness as a jump-in dependent entirely on how ambiguous you can make it as a crossup. Can be canceled into ICPM, but only combos at certain heights.
{{CloseCard}}


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.D
<tabber>
|description=
Images=
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.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jD.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_jD_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
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.
{{CloseCard}}


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Ground Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Potemkin_GroundThrow.png |
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 {{clr|4|2H}}>HFB>sj {{clr|1|j.P}}>{{clr|2|j.K}}>{{clr|3|j.S}}>ICPM, and in corner RRC>{{clr|2|6K}}>HFB 4x>trishula>6k>trishula>{{clr|2|j.K}} JC {{clr|4|j.H}}>ICPM
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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 {{clr|4|2H}}>HFB>sj {{clr|1|j.P}}>{{clr|2|j.K}}>{{clr|3|j.S}}>ICPM, and in corner RRC>{{clr|2|6K}}>HFB 4x>trishula>6k>trishula>{{clr|2|j.K}} JC {{clr|4|j.H}}>ICPM
Has 65% forced prorate.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Air Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Potemkin_AirThrow.png |
Potemkin snatches up the opponent and plays whack-a-mole with their head, slamming them sharply to the ground. You can RC and follow up with a {{clr|5|j.D}} for more damage and longer knockdown.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Potemkin snatches up the opponent and plays whack-a-mole with their head, slamming them sharply to the ground. You can RC and follow up with a {{clr|5|j.D}} for more damage and longer knockdown.
Has 65% forced prorate.
{{CloseCard}}


===<big>Dead Angle Attack</big>===
===<big>Dead Angle Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5D.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_5D_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
The same animation of {{clr|5|5D}}, it wall bounces but unlike #R you cannot combo off it. Pretty generic mid hitting DA, has a dead zone up close.
The same animation of {{clr|5|5D}}, it wall bounces but unlike #R you cannot combo off it. Pretty generic mid hitting DA, has a dead zone up close.


*Fully invuln frames 1~17, throw invuln frames 18~32.
}}
*CH recovery state.
{{CloseCard}}


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Blitz,[Blitz]
<tabber>
|versioned=name
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Universal Blitz Attack.
GGXRD-R_Potemkin_BlitzAttack.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_Potemkin_BlitzAttack_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Uncharged }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Blitz"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|-
<br style="clear:both;"/>
{{AttackVersion|name=Max Charge}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="[Blitz]"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Universal Blitz Attack.
{{CloseCard}}


==Special Moves==
==Special Moves==


===<big>Heat Knuckle</big>===
===<big>Heat Knuckle</big>===
<span class="input-badge">'''{{clr|4|623H}}'''</span>
{{InputBadge|{{clr|4|623H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=623H,Heat Knuckle > 63214H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_HeatKnuckle.png |Heat Knuckle
GGXRD_Potemkin_HeatExtend.png |Heat... Extend!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_HeatKnuckle_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Heat Knuckle |subtitle=623H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="623H "
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Heat Extend |subtitle=Knuckle>63214H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Heat Knuckle > 63214H "
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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 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.


Line 798: Line 260:


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.
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.
{{CloseCard}}
}}


===<big>Megafist</big>===
===<big>Megafist</big>===
<span class="input-badge">'''{{clr|1|236P}} or {{clr|1|214P}}'''</span>
{{InputBadge|{{clr|1|236P}} or {{clr|1|214P}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236P,214P
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_Megafist.png |Also known as a Potemkin Buster misinput
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_Megafist_hitbox1.png |
GGXRD_Potemkin_Megafist_hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="214P")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 which persists all the way into Megafist's recovery.
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 which persists all the way into Megafist's recovery.


Line 837: Line 276:
*Forward: Lower body invuln frames 1~39, airborne from frame 3 onward.
*Forward: Lower body invuln frames 1~39, airborne from frame 3 onward.
*Backward: Lower body invuln frames 1~39, airborne from frame 5 onward.
*Backward: Lower body invuln frames 1~39, airborne from frame 5 onward.
{{CloseCard}}
}}


===<big>Slide Head</big>===
===<big>Slide Head</big>===
<span class="input-badge">'''{{clr|3|236S}}'''</span>
{{InputBadge|{{clr|3|236S}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_SlideHead.png | Only the shockwave is unblockable
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_SlideHead_hitbox1.png | Low hitbox
GGXRD_Potemkin_SlideHead_hitbox2.png | Hitbox extends fullscreen on both sides
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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.


Line 876: Line 292:


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.
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.
{{CloseCard}}
}}


===<big>Hammer Fall</big>===
===<big>Hammer Fall</big>===
<span class="input-badge">'''{{clr|4|[4]6H}}'''</span>
{{InputBadge|{{clr|4|[4]6H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=[4]6H,Hammer Fall > P
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_HammerFall.png | The closest to a dash you'll get
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_HammerFall_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Normal|subtitle=[4]6H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="[4]6H "
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Brake|subtitle=Hammer Fall > P}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Hammer Fall > P "
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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'.
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'.


Line 920: Line 307:
*Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after {{clr|4|2H}} or cornered {{clr|2|6K}}s!)
*Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after {{clr|4|2H}} or cornered {{clr|2|6K}}s!)


{{CloseCard}}
}}


===<big>F.D.B.</big>===
===<big>F.D.B.</big>===
<span class="input-badge">'''{{clr|3|63214S}}'''</span>
{{InputBadge|{{clr|3|63214S}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=63214S,63214[S],Reflect Projectile
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_FDB.png|
GGXRD_Potemkin_FDB2.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_FDB_hitbox.png |
GGXRD_Potemkin_FDB2_hitbox.png | Reflected projectile
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Flick }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Reflected }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Reflect Projectile"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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 {{clr|2|6K}}.
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 {{clr|2|6K}}.


Line 966: Line 322:


*If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
*If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
{| class="mw-collapsible mw-collapsed wikitable"
{{{!}} class="mw-collapsible mw-collapsed wikitable"
|-
{{!}}-
|+'''Reflectable Projectiles Table'''
{{!}}+'''Reflectable Projectiles Table'''
|-
{{!}}-
!Character
!Character
!Move
!Move
|-
{{!}}-
|{{Character Label|GGXRD-R2|Answer|label=Answer}}
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Answer|input=236S|label=Business Ninpo: Caltrops}}
*{{MiniMoveCard|game=GGXRDR2|chara=Answer|input=236S|label=Business Ninpo: Caltrops}}
*{{MiniMoveCard|game=GGXRDR2|chara=Answer|input=421S/H|label=Business Ninpo: Under the Bus}}
*{{MiniMoveCard|game=GGXRDR2|chara=Answer|input=421S/H|label=Business Ninpo: Under the Bus}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Axl Low|input=[4]6S|label=Sickle Flash}}
*{{MiniMoveCard|game=GGXRDR2|chara=Axl Low|input=[4]6S|label=Sickle Flash}}
*{{MiniMoveCard|game=GGXRDR2|chara=Axl Low|input=41236H|label=Spindle Spinner}}
*{{MiniMoveCard|game=GGXRDR2|chara=Axl Low|input=41236H|label=Spindle Spinner}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Baiken|label=Baiken}}
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Baiken|input=236K|label=Tatami Gaeshi}}
*{{MiniMoveCard|game=GGXRDR2|chara=Baiken|input=236K|label=Tatami Gaeshi}}
*{{MiniMoveCard|game=GGXRDR2|chara=Baiken|input=Ground Azami > D|label=Yashagatana}}
*{{MiniMoveCard|game=GGXRDR2|chara=Baiken|input=Ground Azami > D|label=Yashagatana}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Bedman|label=Bedman}}
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Bedman|input=236P|label=Task A}}
*{{MiniMoveCard|game=GGXRDR2|chara=Bedman|input=236P|label=Task A}}
*{{MiniMoveCard|game=GGXRDR2|chara=Bedman|input=236K|label=Task A'}}
*{{MiniMoveCard|game=GGXRDR2|chara=Bedman|input=236K|label=Task A'}}
*{{MiniMoveCard|game=GGXRDR2|chara=Bedman|input=214X|label=Deja Vu}} (All versions.)
*{{MiniMoveCard|game=GGXRDR2|chara=Bedman|input=214X|label=Deja Vu}} (All versions.)


|-
{{!}}-
|{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}}
*{{MiniMoveCard|game=GGXRDR2|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}}
*{{MiniMoveCard|game=GGXRDR2|chara=Chipp Zanuff|input=j.214P Slow|label=Shuriken}}
*{{MiniMoveCard|game=GGXRDR2|chara=Chipp Zanuff|input=j.214P Slow|label=Shuriken}}
*{{MiniMoveCard|game=GGXRDR2|chara=Chipp Zanuff|input=Wall Cling > K|label=Kunai}}
*{{MiniMoveCard|game=GGXRDR2|chara=Chipp Zanuff|input=Wall Cling > K|label=Kunai}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Dizzy|input=236S|label=I used this to catch fish}}
*{{MiniMoveCard|game=GGXRDR2|chara=Dizzy|input=236S|label=I used this to catch fish}}
*{{MiniMoveCard|game=GGXRDR2|chara=Dizzy|input=236H|label=For searing cod...}}
*{{MiniMoveCard|game=GGXRDR2|chara=Dizzy|input=236H|label=For searing cod...}}
Line 1,018: Line 374:
*{{MiniMoveCard|game=GGXRDR2|chara=Dizzy|input=j.236K|label=What happens when I'm TOO alone}} (The bubble's explosion.)
*{{MiniMoveCard|game=GGXRDR2|chara=Dizzy|input=j.236K|label=What happens when I'm TOO alone}} (The bubble's explosion.)


|-
{{!}}-
|{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Elphelt Valentine|input=236P|label=Pineberry}} (Both the toss and the explosion.)
*{{MiniMoveCard|game=GGXRDR2|chara=Elphelt Valentine|input=236P|label=Pineberry}} (Both the toss and the explosion.)
*{{MiniMoveCard|game=GGXRDR2|chara=Elphelt Valentine|input=236S|label=Miss Confire}}
*{{MiniMoveCard|game=GGXRDR2|chara=Elphelt Valentine|input=236S|label=Miss Confire}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Faust|label=Faust}}
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Faust|input=5D Reflect|label=5D Reflect}} (The resulting baseball from a successful reflect.)
*{{MiniMoveCard|game=GGXRDR2|chara=Faust|input=5D Reflect|label=5D Reflect}} (The resulting baseball from a successful reflect.)
*{{MiniMoveCard|game=GGXRDR2|chara=Faust|input=j.236P|label=Love}} (Only the thrown bag, not the explosion itself.)
*{{MiniMoveCard|game=GGXRDR2|chara=Faust|input=j.236P|label=Love}} (Only the thrown bag, not the explosion itself.)
Line 1,039: Line 395:
**{{MiniMoveCard|game=GGXRDR2|chara=Faust|input=Jump Pad|label=Jump Pad}} (After it lands.)
**{{MiniMoveCard|game=GGXRDR2|chara=Faust|input=Jump Pad|label=Jump Pad}} (After it lands.)


|-
{{!}}-
|{{Character Label|GGXRD-R2|I-No|label=I-No}}
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=I-No|input=5D|label=5D}} (Only after being YRC'd.)
*{{MiniMoveCard|game=GGXRDR2|chara=I-No|input=5D|label=5D}} (Only after being YRC'd.)
*{{MiniMoveCard|game=GGXRDR2|chara=I-No|input=214P|label=Antidepressant Scale}}
*{{MiniMoveCard|game=GGXRDR2|chara=I-No|input=214P|label=Antidepressant Scale}}
Line 1,047: Line 403:
*{{MiniMoveCard|game=GGXRDR2|chara=I-No|input=214S|label=Chemical Love (Vertical)}}
*{{MiniMoveCard|game=GGXRDR2|chara=I-No|input=214S|label=Chemical Love (Vertical)}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Jack-O|input=j.D|label=Remove the Chain of Chiron}}
*{{MiniMoveCard|game=GGXRDR2|chara=Jack-O|input=j.D|label=Remove the Chain of Chiron}}
*{{MiniMoveCard|game=GGXRDR2|chara=Jack-O|input=Ghost 5P/K/S|label=Ghost Throw}}
*{{MiniMoveCard|game=GGXRDR2|chara=Jack-O|input=Ghost 5P/K/S|label=Ghost Throw}}
Line 1,055: Line 411:
*All Servant attacks.
*All Servant attacks.


|-
{{!}}-
|{{Character Label|GGXRD-R2|Jam Kuradoberi|label=Jam Kuradoberi}}
{{!}}{{Character Label|GGXRD-R2|Jam Kuradoberi|label=Jam Kuradoberi}}
|
{{!}}
*N/A
*N/A


|-
{{!}}-
|{{Character Label|GGXRD-R2|Johnny|label=Johnny}}
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Johnny|input=236H|label=Glitter is Gold}}
*{{MiniMoveCard|game=GGXRDR2|chara=Johnny|input=236H|label=Glitter is Gold}}
*{{MiniMoveCard|game=GGXRDR2|chara=Johnny|input=623K > K|label=Zweihander}}
*{{MiniMoveCard|game=GGXRDR2|chara=Johnny|input=623K > K|label=Zweihander}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Kum Haehyun|input=5D|label=5D}} (Only after being YRC'd.)
*{{MiniMoveCard|game=GGXRDR2|chara=Kum Haehyun|input=5D|label=5D}} (Only after being YRC'd.)
*{{MiniMoveCard|game=GGXRDR2|chara=Kum Haehyun|input=236S|label=Tuning Ball}}
*{{MiniMoveCard|game=GGXRDR2|chara=Kum Haehyun|input=236S|label=Tuning Ball}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ky Kiske|input=5D|label=5D}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ky Kiske|input=5D|label=5D}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ky Kiske|input=j.D|label=j.D}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ky Kiske|input=j.D|label=j.D}}
Line 1,081: Line 437:
*{{MiniMoveCard|game=GGXRDR2|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Leo Whitefang|input=[4]6S|label=Graviert Wurde}}
*{{MiniMoveCard|game=GGXRDR2|chara=Leo Whitefang|input=[4]6S|label=Graviert Wurde}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|May|label=May}}
{{!}}{{Character Label|GGXRD-R2|May|label=May}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=May|input=41236P|label=Applause for the Victim}} (As long as she's not riding it.)
*{{MiniMoveCard|game=GGXRDR2|chara=May|input=41236P|label=Applause for the Victim}} (As long as she's not riding it.)
*{{MiniMoveCard|game=GGXRDR2|chara=May|input=214P|label=Don't Miss It!}}
*{{MiniMoveCard|game=GGXRDR2|chara=May|input=214P|label=Don't Miss It!}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Millia Rage|input=236S|label=Tandem Top}}
*{{MiniMoveCard|game=GGXRDR2|chara=Millia Rage|input=236S|label=Tandem Top}}
*{{MiniMoveCard|game=GGXRDR2|chara=Millia Rage|input=j.214S|label=Silent Force}}
*{{MiniMoveCard|game=GGXRDR2|chara=Millia Rage|input=j.214S|label=Silent Force}}
*{{MiniMoveCard|game=GGXRDR2|chara=Millia Rage|input=214H|label=Secret Garden}}
*{{MiniMoveCard|game=GGXRDR2|chara=Millia Rage|input=214H|label=Secret Garden}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=236S|label=Slide Head}}
*{{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=236S|label=Slide Head}}
*{{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=214K|label=Trishula}}
*{{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=214K|label=Trishula}}
*{{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=Reflect Projectile|label=F.D.B. Projectile}}
*{{MiniMoveCard|game=GGXRDR2|chara=Potemkin|input=Reflect Projectile|label=F.D.B. Projectile}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ramlethal Valentine|input=2S Deployed|label=Deploy Giant Sword}} (All versions.)
*{{MiniMoveCard|game=GGXRDR2|chara=Ramlethal Valentine|input=2S Deployed|label=Deploy Giant Sword}} (All versions.)
*{{MiniMoveCard|game=GGXRDR2|chara=Ramlethal Valentine|input=214P|label=Cassius}}
*{{MiniMoveCard|game=GGXRDR2|chara=Ramlethal Valentine|input=214P|label=Cassius}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Raven|label=Raven}}
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Raven|input=236P|label=Schmerz Berg}}
*{{MiniMoveCard|game=GGXRDR2|chara=Raven|input=236P|label=Schmerz Berg}}
*{{MiniMoveCard|game=GGXRDR2|chara=Raven|input=j.236P/K|label=Gebrechlich Licht}}
*{{MiniMoveCard|game=GGXRDR2|chara=Raven|input=j.236P/K|label=Gebrechlich Licht}}
*{{MiniMoveCard|game=GGXRDR2|chara=Raven|input=236H Level 0-2|label=Scharf Kugel}}
*{{MiniMoveCard|game=GGXRDR2|chara=Raven|input=236H Level 0-2|label=Scharf Kugel}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Sin Kiske|label=Sin Kiske}}
{{!}}{{Character Label|GGXRD-R2|Sin Kiske|label=Sin Kiske}}
|
{{!}}
*N/A
*N/A


|-
{{!}}-
|{{Character Label|GGXRD-R2|Slayer|label=Slayer}}
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Slayer|input=Dandy > H|label=Helter Skelter}}
*{{MiniMoveCard|game=GGXRDR2|chara=Slayer|input=Dandy > H|label=Helter Skelter}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Sol Badguy|input=236P|label=Gun Flame}}
*{{MiniMoveCard|game=GGXRDR2|chara=Sol Badguy|input=236P|label=Gun Flame}}
*{{MiniMoveCard|game=GGXRDR2|chara=Sol Badguy|input=j.214K|label=Break}}
*{{MiniMoveCard|game=GGXRDR2|chara=Sol Badguy|input=j.214K|label=Break}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Venom|label=Venom}}
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Venom|input=Ball Hit|label=Ball Hit}}
*{{MiniMoveCard|game=GGXRDR2|chara=Venom|input=Ball Hit|label=Ball Hit}}
*{{MiniMoveCard|game=GGXRDR2|chara=Venom|input=41236P/K/S/H|label=QV}}
*{{MiniMoveCard|game=GGXRDR2|chara=Venom|input=41236P/K/S/H|label=QV}}
Line 1,143: Line 499:
*{{MiniMoveCard|game=GGXRDR2|chara=Venom|input=[2]8S|label=Carcass Raid}}
*{{MiniMoveCard|game=GGXRDR2|chara=Venom|input=[2]8S|label=Carcass Raid}}


|-
{{!}}-
|{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}
|
{{!}}
*{{MiniMoveCard|game=GGXRDR2|chara=Zato-1|input=22S|label=Invite Hell}}
*{{MiniMoveCard|game=GGXRDR2|chara=Zato-1|input=22S|label=Invite Hell}}
*{{MiniMoveCard|game=GGXRDR2|chara=Zato-1|input=Eddie ]D[|label=Drill Special}}
*{{MiniMoveCard|game=GGXRDR2|chara=Zato-1|input=Eddie ]D[|label=Drill Special}}


|}
{{!}}}
{{CloseCard}}
}}


===<big>Potemkin Buster</big>===
===<big>Potemkin Buster</big>===
<span class="input-badge">'''{{clr|1|632146P}}'''</span>
{{InputBadge|{{clr|1|632146P}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=632146P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_PotemkinBuster.png |Don't let them see this
GGXRD_Potemkin_PotemkinBuster2.png |Show them this instead
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_PotemkinBuster_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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 {{clr|4|j.H}} late, then follow up on the ground with something like {{clr|3|c.S}} > {{clr|3|f.S}} > Heat Knuckle, or a {{clr|2|6K}} loop if in the corner.
If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit {{clr|4|j.H}} late, then follow up on the ground with something like {{clr|3|c.S}} > {{clr|3|f.S}} > Heat Knuckle, or a {{clr|2|6K}} loop if in the corner.


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


===<big>Trishula</big>===
===<big>Trishula</big>===
<span class="input-badge">'''{{clr|2|214K}}'''</span>
{{InputBadge|{{clr|2|214K}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=214K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_Trishula.png|Very committal anti air
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_Trishula_hitbox1.png |
GGXRD_Potemkin_Trishula_hitbox2.png |
GGXRD_Potemkin_Trishula_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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 {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > ICPM). CH near corner grants {{clr|4|6H}} combos.
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 {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > ICPM). CH near corner grants {{clr|4|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.
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.
}}
{{CloseCard}}


===<big>I.C.P.M</big>===
===<big>I.C.P.M</big>===
<span class="input-badge">'''{{clr|4|j.41236H}}'''</span>
{{InputBadge|{{clr|4|j.41236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.41236H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_ICPM.png | Hit the gym enough and you too can be classified as a WMD
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_ICPM_hitbox1.png |
GGXRD_Potemkin_ICPM_hitbox2.png |
GGXRD_Potemkin_ICPM_hitbox3.png |
GGXRD_Potemkin_ICPM_hitbox4.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.41236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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 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.


Line 1,266: Line 548:
*27F: Leo
*27F: Leo
*29F: Chipp, Sin
*29F: Chipp, Sin
{{CloseCard}}
}}
<br style="clear:both;"/>


==Overdrives==
==Overdrives==


===<big>Heavenly Potemkin Buster</big>===
===<big>Heavenly Potemkin Buster</big>===
<span class="input-badge">'''{{clr|3|236236S}}'''</span> <span class="input-badge">'''({{clr|5|236236D}})'''</span>
{{InputBadge|{{clr|3|236236S}}}} {{InputBadge|({{clr|5|236236D}})}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236236S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_HeavenlyPotemkinBuster.png| Time to protect Zepp's skies
GGXRD_Potemkin_HeavenlyPotemkinBuster2.png| There's a reason he's making that face...
GGXRD_Potemkin_HeavenlyPotemkinBuster3.png| Kiss your health goodbye
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_HeavenlyPotemkinBuster_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
'''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.
'''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 > {{clr|4|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).
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 > {{clr|4|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.
{{CloseCard}}


===<big>Giganter Kai</big>===
===<big>Giganter Kai</big>===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
{{InputBadge|{{clr|4|632146H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=632146H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_GiganterEX.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_GiganterEX_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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.
Fully invuln frames 1-9.
{{CloseCard}}
}}


===<big>Gigantic Bullet Kai</big>===
===<big>Gigantic Bullet Kai</big>===
<span class="input-badge">'''Giganter Kai > {{clr|1|4123641236P}}'''</span>
{{InputBadge|Giganter Kai > {{clr|1|4123641236P}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Giganter Kai > 4123641236P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_GiganticBlidEX.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_GiganticBlidEX_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Giganter Kai > 4123641236P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before launching himself forward.
The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before launching himself forward.


Line 1,370: Line 583:


The core factor for deciding which to use is your opponent's current health bar - 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.
The core factor for deciding which to use is your opponent's current health bar - 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.
{{CloseCard}}
}}
<br style="clear:both;"/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==


===<big>Infernal Tour</big>===
===<big>Infernal Tour</big>===
<span class="input-badge">'''in IK mode: {{clr|4|236236H}}'''</span>
{{InputBadge|in IK mode: {{clr|4|236236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236236H |type=instantkill
<tabber>
|description=
Images=
Cannot be re-blitzed like other IK's. Much cooler than Magnum Opera.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_InfernalTour.png |
GGXRD_Potemkin_InfernalTour2.png | "The final phase!"
GGXRD_Potemkin_InfernalTour3.png | Clearly didn't enjoy the tour
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Potemkin_InfernalTour_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
Cannot be re-blitzed like other IK's. Much cooler than Magnum Opera.
{{CloseCard}}


==External References==
==External References==

Revision as of 15:21, 27 September 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.

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.

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 Mid 13 5 35 -21

2H is a slow but high reaching normal with short horizontal range. One of Potemkin's best counterhit starters, and decent at anti airing too.

As an anti-air, this normal is not recommended over 6P as it has no upper body invuln with similar startup, but is still usable on prediction. Its high vertical reach makes it best used on hard reading an air approach, or to hit someone high in the sky

On hit, 2H combos into an air series using HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16 Brake. On counter hit, the victim is unable to tech at all, leading to big damage and corner carry, or even a stun with Giganter KaiGGXRD Potemkin GiganterEX.pngGuardMidStartup9+8RecoveryTotal 50Advantage±0. When combined with Hammerfall Brake making 2H +2 on block, this normal becomes a dangerous threat when applied properly.

Gatling Options: 5D, 2D

2D

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

Air Throw

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Universal Blitz Attack.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit


Special Moves

Heat Knuckle

623H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,15×2,40 Unblockable Hit Grab 12 2 21 +14
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 which persists all the way into Megafist's recovery.

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 normal hit. Meanwhile, backwards Mega Fist is plus on block and staggers on counter hit. 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.

Megafist is a surprisingly good option during Danger Time, since it's relatively fast overhead and leads to 5D 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
[4]6H 60 Mid 18[31] 2 33 -16 1~Super Armor
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
63214S 40 Mid 19 3 12 +2 4~18 Reflect
63214[S] 40 Mid 19~36 3 12 +2 4~9 Reflect
1~9 after release Reflect
Reflect Projectile 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-
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
63214S 3 14 6
63214[S] 3 14 6
Reflect Projectile 2 10 7

63214S:

  • If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.

63214[S]:

  • If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.
  • Attack starts up 10F after button release

Reflect Projectile:

  • Projectile will destroy other normal projectiles on contact
  • Air hit is untechable
  • Ground hit causes short stagger

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.

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.

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).

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 Kai

Giganter Kai > 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 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 health bar - 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