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| Japan || Mikado || - || Retired || The people's hero. Godlike defense || [https://youtu.be/XdGldlhPNoM Link] | | Japan || Mikado || - || Retired to Xrd || The people's hero. Godlike defense || [https://youtu.be/XdGldlhPNoM Link] | ||
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| Haaken || style="text-align:center;"| [[File:Potemkin_ex_d.png|enter|90px]] | | Haaken || style="text-align:center;"| [[File:Potemkin_ex_d.png|enter|90px]] |
Revision as of 21:35, 15 December 2019
Overview
The grappler of Guilty Gear, named after the great Russian warship, The Potemkin. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.
Potemkin is a grappler who of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. Perhaps more than any other character, Pot is capable of punishing on good reads very well. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. From far out, he has a full screen unblockable that hits the floor, a projectile reflecting move, and plenty of other tricks. Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game, he just needs to get close enough to make opponents scared shitless.
Potemkin Potemkin essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.
- Obscene damage.
- Best defense modifier in the game.
- Big hitbox moves.
- Command Dash: Hammerfall, has super armor.
- Feint options. Great throw options.
- Potemkin Buster.
- Horrid mobility.
- Easy to hit.
- Trouble against zoners.
- Subject to some longer than average combos.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/3VRHkpWE8Bo
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Normal Moves
5K |
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Tied with 2K for Potemkin's quickest low. 5k is Potemkin's best move for catching backdashes, with a whopping 9 active frames. Although 2K has more range, 5K can be canceled into c.S or 2S to keep your combo or blockstring going. Good to use after a landing from a jump-in (alternate with 6k for throw invul overheads). Initial prorate 90%. |
c.S |
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Mostly used as combo filler, although it can be used as situational anti-air. Deep jump-in combos should be followed up with this or 2s when possible for better damage. Whiff 5S close as they wake up for a not-so-obvious Potemkin buster/Heat Knuckle. |
f.S |
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Traffic controller Potemkin says, "STOP!". The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne. If you hit at range, cancel into (2s) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it'll win the round. A decent move for cancelling into Slide Head for gimmicks but don't get carried away with them. |
5H |
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Works like f.S, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent) . One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. Cancel into Hammerfall > Break for better advantage on block or just to gain ground, or cancel into Sliding Head for cheap (but very punishable) mixup. At distances where nothing else is possible, 5H air counterhit, wait, 5H works. 5H counterhit leads to slidehead, Hammerfall break, follow up combo. 5H is also the only move besides 6P/2H that leads to Giganter super vs airborne opponents. |
6P |
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A great anti-air. Potemkin's hurtbox is low to the ground, and he has some upper body invulnerability during start up and even more through the activate frames. You can use this as a ghetto reversal vs airborne opponents if their move isn't 100% meaty (such as vs. late IADing opponents trying to bait throws). Hitbox doesn't extend much further than his hands, but that's plenty. Followups include: 6P > Heat Knuckle (always works on hit vs AA) CH 6P, 2S > Heat Knuckle (easy CH combo) 6P > jc.P > j.K > jc.Air Potemkin Buster CH 6P, falling j.H |
6K |
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An 18 frame overhead with short range. It has special throw invulnerable properties (frame data unknown, not listed in the mook). Jump-cancellable on hit/block (JC on block for pressure, on hit for burst baits, or hammerfall through the burst). Although one of Potemkin's hardest combos due to charging, 6k->Hammerfall combos on crouching and baits bursts automatically. It also nets you insane damage, and in the corner the hammerfall can be FRC'd into Giganter. If you hit with it, cancel to 2D > Heat Knuckle/Heavenly Potemkin Buster as Tension allows. Once the opponent becomes used to the 6K animation, Slide head can be substituted in place (hits low!) as they have similar animations, for a dirty 50/50. Initial prorate 85%. Throw invincible 1~15F. |
6H |
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THE LEGENDARY LEVEL 6 ATTACK. Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range. Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter. Cancel into Slidehead for an unblockable and sometimes inescapable knockdown (the following characters cannot escape without IB/SB: ABA, Axl, Faust, Johnny, Potemkin, Robo-Ky, Slayer, Testament, and Venom). Once your opponent catches onto 6H > Slidehead and is jumpy, 6H > Hammerfall break (immediately charge HF after inputting 6H for best results) anti-air can work as well. Can be FRC'd right before it becomes active (frames 20-21, active on 24). An odd gatling is 5P > 6H. 5P > 6H FRC Pot buster for shenanigans, or let it rip to catch backdashers. 50% initial prorate. Wall bounce opponent on hit (untechable for 28F). Blockstun 23F. Dizzy modifier x0.75. FRC timing 20-21F. |
5D |
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Standing dust, with a remarkably large hitbox. Interesting gatlings into it include 2H > 5D (combos LOL, sets up a nice Heavenly Potemkin Buster reset), and 2S > 5D (to get them in range for the 5D when they may be out, 5d can also tag their escape). 5D Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB. Potemkin is in CH state during move's duration. |
2P |
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While slower than 5P, it has situational use such as killing Eddie's shadow from far away, or using it for Hammerfall break pressure (experiment for other uses). It also starts his OTG combo, 2P > 5P > 5P (5p) Initial prorate 80%. |
2K |
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Comes out as fast as 5K, but has better range. It cancels into any S attack, but only c.S and f.S will actually combo. If you're at max range, it's probably better to cancel into 2D for knockdown. Initial prorate 90%. |
2S |
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One of Potemkin's best normal attacks in terms of overall usefulness. Good range, good hitbox, staggers on counter-hit (max of 43 frames), but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. This makes it useful in combos and blockstrings, so you'll end up using this move a lot. Pulls in opponent on hit or block. Pulls in and staggers opponent on ground CH (max 43F). |
2H |
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A vicious uppercut that reaches ridiculously high. Thanks to its high startup you'll have to throw it out relatively early, so make sure you know it'll connect before committing to it. Reaches further back than most anti-airs, allowing you to tag crossup attempts in addition to the normal anti-air benefits. Can be FRC'd on the last frame of startup and first two active frames (13-15), allowing for an air combo followup, or just making it safe if blocked. If you get a normal hit on an airborne opponent, you can cancel into Heat Knuckle if they're low enough. Otherwise your only direct followup is a Heavenly Potemkin Buster. If they're on the ground, you can always cancel to Heat Knuckle. On counter-hit, your opponent can't tech until they've hit the ground, no matter how high they were when you hit. This gives you plenty of time to think of all the ways you can absolutely destroy your opponent - even relatively simple combos off of CH 2H can do 50% or more. Floats opponent on hit (untechable for 30F). Dizzy modifier x1.25. FRC timing 13-15F. |
2D |
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A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range. Special cancellable, but there ain't much it combos into. Forced prorate 80%. |
j.P |
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J.P is important for gaining some height in Pot's air combos. Since j.S knocks down and combos out of. Beyond that, this does have some interesting uses in mixup: if you connect with a high j.S, you can cancel into a j.P, then land and do a Potemkin Buster. The j.P has low hit stun, letting you connect with the Buster almost immediately. |
j.K |
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Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. J.K also crosses up, giving Potemkin a great mixup after heat knuckle connects. Heat knuckle, jump forward, double jump at an ambiguous timing, then j.k. Depending on when you double jumped, you may or may not cross over. |
j.S |
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Probably Potemkin's best air move, with a nice, tall hitbox. Ground bounce on counter hit gives you plenty of options to follow up, or cancel into j.P on regular hit for a tick throw once you land. It's also great as okizeme - throw it out before you land, ideally catching the first few frames of their recovery. Landing cancels your own recovery, giving you freedom to punish their response (or just combo if they happened to eat it). Ground bounces opponent fully untechable on ground CH. Slams down opponent on air hit (untechable for 25F). Ground bounces opponent on air CH (untechable for 60F). |
j.H |
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Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups. If you time it right, you can do j.S > j.H, and land, c.S > Heat Knuckle. |
j.D |
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After a short startup, Potemkin drops rapidly to the ground. If you catch an airborne opponent with it, they'll plummet to earth with you. Combo after j.S for a knockdown into whatever oki you please. Once you land you're forced crouching for eight frames until recovery completes. You can whiff it in front of the opponent and catch them off guard with a Potemkin Buster, if you're feeling lucky. Note that while this will let you get to the ground faster, and might even let you hit an unaware opponent, there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. So don't throw it out willy-nilly. Slams down opponent on air hit (untechable for 40F). Potemkin is in crouching state during landing recovery. Can change angle of descent by holding left/right. |
Universal Mechanics
Throw |
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Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land. Can be FRC'd on frames 40-44 (starting about 11 frames after letting the opponent go), allowing for follow-ups like 2S > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already. Floats opponent and fully untechable on hit. 1st hit has forced prorate 50%. FRC timing 40~44F (frames 11~15 after tossing the opponent). |
Air Throw |
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A particularly satisfying airthrow. Slams down opponent on hit (untechable for 32F). Forced prorate 50%. |
Dead Angle Attack |
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Hitting gives a wallbounce and a solid second (60 frames) of untechable time, but forced 50% proration hurts your damage output. Still, if you need some breathing room, this is a great way to get it. Follow up with 6hs (spacing dependent) or Hammerfall break, 2S > Heat Knuckle. Fully invincible 1-17F. Throw invincible 18-32F. Potemkin is in CH state 18-35F. Knocks down opponent on hit. Forced prorate 50%. |
Special Moves
Mega Fist 236P/214P |
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Sliding Head 236S |
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One of Potemkin's more interesting moves, Sliding Head (or Slide Head) has two different attacks during its active frames. The first is Potemkin's actual body itself, a level 5 attack that hits low, but that's likely not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the screen at full zoom-out, which can be avoided only by being in the air (jumping, Dizzy/I-No dash, backdash, etc.). If this connects, it knocks the opponent down, and keeps them there for an extra 40 frames over normal knockdown length, giving Pot time to advance. When going for a knockdown with Sliding Head, make sure you're not too close. If the first attack connects, the knockdown attack won't come out. Additionally, you should always be holding back after performing a slidehead so that you can charge a Hammer Fall, then Break to get in and set up oki. The FRC allows you to combo out of the knockdown when it launches the target into the air. Sliding Head's startup animation has upper body invincibility, but it won't usually help against jump-ins. (Specifically, frames 1-15 are invincible except the feet, and 26-35 are invincible above the knees.) Above knees invincible 1~16F and 26~35F. Knocks down standing or crouching opponents. Followups are treated as OTG. 1st hit has initial prorate 90%. 2nd hit (quake) has Hitstop 0, Startup 27. Max of one hit. FRC timing 26~28F. |
Hammer Fall [4]6H |
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Hammer Fall is Potemkin's dash attack, allowing him to clear a large amount of space in a short amount of time if you can find 30 frames to charge it. While rushing forward, Potemkin gets one hit's worth of super armor, and will take only half damage from that hit. Any additional hits will interrupt Hammer Fall, and any Overdrive hit will interrupt him regardless. Hitting a grounded opponent will cause knockdown. It's usually a good idea to charge Hammer Fall when not doing anything else, or to follow up on certain moves. You'll almost always want to charge Hammer Fall after a Sliding Head, for example. If you hold back immediately after inputting a 6H, you'll have Hammer Fall charged in time to cancel into it. At close range, this will even combo. The startup time depends on distance: 19 is the startup at the shortest possible range, 27 at the longest. Hammer Fall can be FRC'd immediately after its two active frames. Knocks down opponent on ground hit (untechable for 22F). Must charge back for 30F to perform Hammer Fall. Startup varies with distance from opponent. FRC timing 1F after Active. Can cancel into Hammer Fall Break from 2F until 9F before the end of Startup. Gains super armor that can absorb one (non-super) hit for half damage from 1F until 1st active frame. Untechable for 22 frames. |
Hammer Fall Break P during Hammer Fall |
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Hammer Fall Break lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Break won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for going in after Slidehead, or to catch an opponent with a Potemkin Buster. Fastest possible Hammer Fall Break completes in 16F. FRC timing 3-10F. |
F.D.B. 63214S |
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A powerful attack with two separate aspects: the attack and the reflect (see below). The attack portion is powerful, with a deceptively large hitbox (extended well beyond and above the flick itself) and good priority. If it hits a grounded opponent, they'll be staggered for a maximum of 65 frames. On block, they'll be pushed away a great distance, and a counter-hit will cause wallstick (untechable for 88 frames, while the actual stick lasts 28 frames). Staggers opponent on ground hit (max 65F). Wall sticks opponent on CH (untechable for 88F, sticks for 28F). Can reflect projectiles from 4-14F. On successful reflect creates projectile (See F.D.B. Reflect). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Projectile
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The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile. This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent. After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then. Strike invincible during recovery. Staggers opponent on ground hit (max: 35F). Untechable for 60F. Continues even on contact with other projectiles; destroys most other projectiles on contact. For a full list of projectiles F.D.B. can reflect, check F.D.B. Reflectable Projectiles. |
Character | Move |
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ABA | Kihi (Purple Fireball; Normal Mode)
Konzetsu (Double Aerial Burst; Moroha mode) |
Anji | (FB) Shitsu (Butterfly projectile)
Shin: Ichishiki (Aerial fan projectiles) Issei Ougi: Sai (Giant spinning fan) <SUPER> |
Axl | Rensengeki (Low Green Projectile)
Kokuugeki (Spinning Green Aerial Attack) FB Kyokusa Geki (Upward Arcing Green Projectile) Byakue Renshou (2nd Part Only) <SUPER> |
Baiken | (Air/FB) Tatami Gaeshi (Mats) |
Bridget | Yoyo Recall/Return (Burning YoYo)
Roger Hug (Homing Mechanism) (FB) Jagged Roger (Roger with Blades) (FB) Roger Get (Roger Divebomb) Me and My Killing Machine (Flaming Bicycle) <SUPER> Tragedy During Maintence (Anti-Air Explosion) <SUPER> |
Chipp | (FB) Gamma Blade (Light Blue Afterimage) |
Dizzy | Hunger Strike (Fish Laser)
Arctic Impaler (Ice Spike) Flaming Spiral (Spinning Scythe) (FB) Skull Crusher (Homing Spike) Imperial Ray (Fire Pillars) <SUPER> Gamma Ray (Big Laser) <SUPER> |
Eddie | Invite Hell (Drill)
Drill Special (FB Drill) All Little Eddie attacks Amorphous (Land Shark) <SUPER> |
Faust | Ai (Bomb Bag Head)
Bomb Hammer Meteor Minis (Faust/Robo-Ky/Potemkin); only when grounded Coin Frying Pan Dumbbell Throw Item Super (Only the items listed above are flickable) <SUPER> |
I-no | F.S (Shockwave)
(Air/FB) Antidepressant Scale (Flat Note) (Horizontal/Vertical) Chemical Love (Big Laser) Longing Desperation (Ground Super) <SUPER> Ultimate Fortissimo (Air Super) <SUPER> Megalomania (Boss or EX type I-No only) <SUPER> |
Jam | Renhoukyaku (Giant Sphere) <SUPER> |
Johnny | Glitter is Gold (Coin; Horizontal Only)
Mist Finer (Draw Slashes) Divine Blade (Vertical Gold Slash) |
Justice | Nuclear Blast (Small Bombs; All Versions except K)
Imperial Ray (Spinning Red Laser; Beam only) <SUPER> Gamma Ray (Full Screen Laser; You'll get hit by the rest, though) <SUPER> |
Kliff | Houkou Gaeshi (Yellow Discs)
Shiki Otoshi (Glowing Dive Bomb) FB & Air Houkou Gaeshi (Aerial Yellow Dragon Projectile) Reflex Roar (Big Yellow Dragon Projectile) <SUPER> |
Ky | Stun Edge / Air Stun Edge (Lighting Shot)
(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only) FB Lightning Sphere (Electricity Ball, Replacement to Charged Stun Edge) Sacred Edge (Glowing Blue Blade)<SUPER> |
May | Applause for the Victim (Dolphin Hoops)
FB Horizontal/Vertical Dolphin Deluxe Tile Bomber (Black Whale after S.S.U.SW.) <SUPER> Great Yamada Attack (Whale attack) <SUPER> |
Millia | (FB) Tandem Top (Discs)
Silent Force (Hair pin) Secret Garden (Orb projectile) Emerald Rain (Three Discs) <SUPER> |
Order-Sol | 6P (Afterimage Punch)
Blockhead Buster (Moderate Fire Burst; All levels) Gun Blaze (Crossup Fire Pillar, Motion is Relative to Order Sol; all levels) Charge Burst (Fire Ring, done during Charging) Savage Fang (Big Fire Blast, All levels) <SUPER> |
Potemkin | FDB (Reflected projectile only)
Giganter (1st part; mirror only) <SUPER> |
Robo-Ky | 6P (Elbow Gunshot)
2H (Knee Missile) Want some Ky? (Bazooka) Aerial Want some Ky? (Aerial Missiles) |
Sol | (DI) Gunflame (Ground Hugging Flames)
Tyrant Rave ver. Beta (Huge Fire Blast, Second Hit Only)<SUPER> |
Testament | EXE Beast (Purple Ground Monster)
Phantom Soul (Floating Skull) Crow Diving Attack (Phantom Soul/Curse mode) Crow Feather Showers (Phantom Soul/Curse mode) Nightmare Circular (Big Purple Skeleton)<SUPER> |
Venom | Stinger Aim (Horizontal Ball Shot)
Charged Stinger Aim (Regardless of the charge amount time) Carcass Raid (Vertical Ball Shot) Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion) Dubious Curve (Ball Skull Bash, Only when the ball is in motion) Dark Angel (Big Glowing Sphere)<SUPER> Red Hail (Multi Shot Raid) <SUPER> Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER> |
Zappa | Go Away and Don't Come Back! (Ghost Projectiles; All directions)
Darkness Anthem (Raoh's Orb Projectile; All directions) |
Potemkin Buster 632146P |
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Your go-to move, that which all of Potemkin's game plan is centered around. With a 176-pixel range, it's hard not to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch, before their active frames have even started. Potemkin is completely invincible on frames 3-5, throw invincible on frames 1-16. Can be followed up with c.S in the corner, and with f.S midscreen against some characters. If you whiff, the entire animation will take 40 frames. Fully invincible 3-5F. Throw invincible 1-16F. On whiff, recovery is 40F total. Dizzy modifier x0.5. Forced proration 75%. Has 12F afterwards to follow-up attack. |
Heat Knuckle 623H |
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Potemkin snatches his opponent out of the air and burns them for a while, before unceremoniously dropping them to the ground in front of you for great oki. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air is somewhat limited. If it misses, it can be FRC'd to make it safe. Fun fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them). Can only hit airborne opponents. 1st-3rd hits fully untechable. 4th hit floats opponent on hit (untechable for 45F). Can input motion for followup Heat Extend for 50F after Potemkin grabs them (visually, you have until the 3rd hit). 1st hit can be SBed. FRC timing 24-25F on whiff only. |
Heat Extend 63214H during Heat Knuckle |
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If input during the first 50 frames of Heat Knuckle, Heat Extend causes Potemkin's gauntlet to open up and focus energy, then detonate the opponent and launch them skyward. Does great damage and builds a ton of tension, but sacrifices oki at midscreen. If they happened to Slashback your Heat Knuckle, their only defense against Extend is to do an attack with full invincibility. Blows away and floats opponent on hit (untechable for 80F). |
Force Breaks
Judge Gauntlet 63214D |
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Once started, Potemkin pulls back his fist and prepares to swing. This preparation has two phases, and both phases have super armor similar to Hammer Fall, except they will absorb multiple hits. Ground bounces the opponent on hit. If the opponent was grounded during the hit, it's untechable for 38 frames. On frames 2-23, any hit will activate super armor. If hit in the first five frames of a super armor flash, super armor resets and can absorb another hit. Hits absorbed by super armor deal half damage, and Overdrives are never absorbed. On frames 24-28, any hit will cause the attack to occur immediately (with 10 frames of startup). The same is true if hit during frames 6-10 of a super armor flash, or if hit seven times during a super armor flash. Ground bounces opponent on hit (ground hit untechable for 38F). Initial prorate 85%. Potemkin absorbs enemy attacks between 2-28F. If Potemkin gets hit between 2-23F, then he goes into endurance stance immediately. If Potemkin gets hit between 24-28F, then he attacks immediately. Attack starts 10F after the start of endurance stance (getting hit again resets the 10F startup). Potemkin immediately attacks after getting hit 7+ times while in endurance stance. Potemkin takes half damage while absorbing hits. Potemkin cannot absorb supers. Can input P to cancel between 6~24F. Cancel animation is 14F. |
Aerial Potemkin Buster j.632146D |
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A bit trickier to use than the standard Buster. It will connect as part of a combo, but you can't cancel into it from air normals, so you'll mostly use it from midair jump cancels, or as a followup to ground attacks like counter-hit 6P, an FRC'd 2H, or c.S in the corner. In the corner, c.S to APB loops into itself, creating the Potemkin Bus Tour, which has no stops and only lets you off when you're dead. Aerial Potemkin Buster can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it. If it connects while jumping forward or backward the buster will fall toward the opposite direction. Knocks down opponent on hit. Potemkin is in CH state till landing. Potemkin is in crouching state during landing recovery.2nd hit has forced prorate 75%. On hit, Potemkin jumps in the direction opposite to the direction he was originally traveling. Can RC only if blocked. FRC timing 9-11F after throw. |
Overdrives
Giganter 632146H |
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Potemkin throws out a wall of shimmering energy (usually referred to as "the mirror") that slowly travels in front of him. The mirror will always come out once the input is done, even if Potemkin is hit out of it. The mirror absorbs most projectiles, and will continue traveling forward even if it doesn't. If the opponent is hit while grounded, they'll be staggered for a maximum of 55 frames, and on air hit it causes float and is untechable for 75 frames. In addition to all that, it has a 3x dizzy modifier. Can be canceled into Gigantic Bullet during frames 16-29. Fully invincible 1-9F. Strike invincible 10-16F. Staggers opponent on ground hit (max 55F). Untechable for 75F. Dizzy modifier x3. Can cancel into Gigantic Bullet from 16-29F. Shield destroys most other projectiles on contact. Shield always goes active on successful input. |
Gigantic Bullet 4123641236P during Giganter |
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Potemkin channels energy into both hands, then combines them into a wave of energy while sliding forward. Wall bounces on hit, allowing for interesting followups. x0 dizzy modifier, meaning its damage is not factored into dizzy at all. Wall bounces opponent on hit (untechable for 60F). Dizzy modifier x0. |
Heavenly Potemkin Buster 236236S |
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Potemkin launches upward at a ~40 degree angle, grabbing his opponent out of the air and bringing them crashing back down to earth. Potemkin is invincible until he leaves the ground, at which point he has upper body invincibility for 15 frames, allowing HPB to be used as an anti-air in most instances. Keep in mind that it's not completely safe, though - many moves can beat it outright, and sometimes it will whiff completely, seemingly for no reason. Heavenly Potemkin Buster will always connect after a 2H, but you have to cancel into it as soon as the 2H connects. Fully invincible 1-12F. Upper body invincible 13-27F. Potemkin is airborne from 13F onwards. Knocks down opponent on hit. Dizzy modifier x0.5. |
Instant Kill
Magnum Opera 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
FAB | Japan | Mikado | - | Retired to Xrd | The people's hero. Godlike defense | Link | |
Haaken | Japan | Mikado | - | Retired to Xrd | Powerful all around. Known for his Xrd Sol play. Won the first Arc Revo. | Link | |
Consome | Japan | Mikado | - | Retired to Xrd | Powered by light blue | ||
Mike Z | US West | GameRealms, Super Arcade (defunct) |
- | Active | Yes, the creator of Skullgirls loves this game. | Link |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •