Potemkin is god awful. We don't even need move descriptions, just look at the images and say "it sucks" to yourself for almost every single thing here and you have Potemkin. Potemkin's normals are horribly slow, he can't dash, he can't infinite despite having a charge, said charge is also sluggish, he lacks any future moves such as F.D.B or Hammerfall to assist him in approaching zoners or pressuring, he's gigantic, and he has twelve frames of prejump (jump startup) which renders him glued to the ground and thus susceptible to all kinds of malarkey in this game such as the near-universal CC infinites.
None of Potemkin's strengths are real, such as his high damage normals not mattering due to the abundance of infinites in this game. Potemkin also sports many grabs that deal decent damage, three of which come out instantly, yet they still suck since the opponent can tech immediately after being hit thus rendering any followup pressure impossible. Worse, they all have terrible range and they beg the question of "how did Potemkin get close and grab someone in the first place?" His super is a fullscreen megapunch that's air unblockable, a rare trait in GGML, but he'll never get to use it any way so who cares?
Don't play him. You won't have fun, you certainly won't win.
Potemkin Potemkin gets on his hands and knees and prays that his opponent will let him run a grappler strike/throw mixup for absolutely no reward
- Backdash Buster: Potemkin Buster is a frame 1 command grab and one of the few ways to make Potemkin advantaged on hit. It's hard to use normally, but on defense it is a scary tool thanks to his solid backdash that is fully invulnerable for its duration.
- Strong Super: Potemkin's super hits fullscreen, is air unblockable, and generally hits hard on block or hit. It's his only strong anti-zoning tool and is good to throw out from time to time. Sadly it's disadvantaged on hit.
- Can't Infinite: While he can charge, an inability to dash makes performing infinites impossible.
- Can't Approach: Potemkin has horribly slow movement, jump startup, and frame data. Additionally Pot lacks the tools to approach in Missing Link. He doesn't have Hammerfall or Flick and Slidehead is techable. Mega Fist is plus and big but doesn't go far enough to be reliable.
- Can't Reasonably Charge: It takes Potemkin a woefully long 80 frames to increase the level of Graviton Stamp, which makes them very impractical to access. To add insult to injury, the 3rd level of Graviton Stamp is worse than the 2nd level.
- Can't Keep Up Pressure: While Pot hits hard, none of his combos or Pot Buster lead to continued pressure thanks to all knockdowns being techable.
- Can't Quickly Build Meter: Potemkin is tied for second worst meter gain in the game which means he will likely only be able to access his super while in Desperation state.
- Can't Catch a Break: because he's so tall some characters, like Chipp, gain access to character-specific pressure and combos against Potemkin.
- Can't.
Potemkin | |
---|---|
Defense | |
180%Raw Value: 18 | |
Jump Startup | |
12f | |
Backdash | |
22f | |
Meter Gain Mod | |
50%Raw Value: 5 | |
Charge Time | |
80f | |
Forward Walk Speed | |
60%Raw Value: 460 | |
Backward Walk Speed | |
44%Raw Value: 256 | |
Dizzy Resistance | |
120%Raw Value: 36 | |
Fastest Attack | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 10 | 4 | 16 | -12 | -5 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 14 | 6 | 16 | -12 | -1 | none |
- Air Unblockable for no reason
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 12 | 15 | 0 | +1 | +12 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 12 | 12 | 17 | -18 | -8 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
29 | All | 22 | 14 | 7 | -11 | +6 | none |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 12 | 6,6 | 13 | -11 | -4 | none |
If you're from +R, you probably saw the image and said "hell yeah I have an overhead again!"
- Not an overhead, despite the animation
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 9 | 6 | 14 | -12 | -5 | none |
2K
- Air Unblockable
Add a description to this move using the |description=
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Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Low | 10 | 19 | 0 | -10 | +1 | none |
Pot's best poke thanks to it's large hitbox and decent speed compared to his other big normals. Like most of his normals, it's not disjointed, so it is susceptible to whiff punishes.
- Unlike +R, does not vacuumTo pull the opponent towards the attacker, usually on hit or on block. the opponent.
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | All | 6 | 8(2)10(6)5 | 6 | -27 | -8 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 10 | 5 | 11 | none |
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Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 10 | 10 | 5 | none |
Add a description to this move using the |description=
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Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 12 | 27 | 6 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Overhead | 11 | 16 | 11 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Mid | 18 | 4(2)12 | 19 | -29 | +64 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | Throw | 1 | N/A | N/A | N/A | -14 | none |
Instant Kill
Nuclear Hammer
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | Mid | 12 | 13 | 23 | N/A | N/A | Above Ankles All |
On the worse end for IKs but not the absolute worst. It has good invuln for the entire duration and the hitbox is decent for anti-airs but annoying small for anything else. It's also just slow so good luck landing it against a zoning opponent.
Much lamer than Magnum Opera or Infernal Tour.Specials
Potemkin Buster
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
32 | Throw | 1 | N/A | N/A | N/A | +8 | none |
- Potemkin's staple command grab, not nearly as threatening in this game as you'd expect
- Works like a normal gear proximity throw with 1f startup, only comes out when within range, and does not have a whiff animation
Nitro Hook
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
31 | Throw | 17 | 22 | 0 | N/A | +2 | none |
A forwards advancing hit-grab that leaves Potemkin advantaged on hit. It's not as good for jump scare throws as pot buster since it has actual startup, and it's kinda slow.
Even with perfect tech it causes a knockdown in the corner making it one of the only real KDs in the entire game. Pot is +34 after this knockdown.
- Advantage in [brackets] is for when the move is done in the corner
Mega Fist
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Mega Fist Forward | 18 | Overhead | 20 | 15 | 0 | +8 | 0 | High Profile All |
Mega Fist Backward | 18 | Overhead | 19 | 15 | 0 | -5 | 0 | High Profile All |
Graviton Stamp
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Graviton Stamp | 9 | All,Unblockable | 27 | 10 | 21 | N/A | -18 | Low Profile 27~41F |
Graviton Stamp Level 2 | 27,6x2 | All,Unblockable | 27 | 29 | 26 | N/A | -43 | Low Profile 27~70F |
Graviton Stamp Level 3 | 47,17x3 | All,Unblockable | 27 | 29 | 26 | N/A | -43 | Low Profile 27~70F |
- Instantly techable on hit, worthless move.
It's Slide Head. Yes the move list calls it Graviton Stamp, but in the code it's Slide Head, and everybody knows it's Slide Head.
The belly-flop portion of the attack is a true blockstring into the shockwave portion of the attack.
Level 2, in addition to it's usual behavior, fires a projectile similar to Sol Badguy's Gun Flame.
Level 3 fires a significantly larger projectile. Accessing this level of Slide Head can be incredibly difficult due to Potemkin's abysmal charge time.
- Advantage in [brackets] is for when the move is done in the corner
Slam
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | -7 | 4F Full Invuln at the end |
Potemkin picks up the opponent and slams them into the ground, sending them flying into the air. Can be teched and because of his awful movement, Potemkin isn't very good at tech chasing.
So, this is a fun move within the context of gear Historically. In ML, characters have 1 throw that is on both 4H and 6H. In later games, characters could pick between backwards throw (4H) and forwards throw (6H). Potemkin, our resident grappler, was ahead of the time on that concept. 4H and 6H both still give back throw, but this move acts as his forwards throw and thus gives him the choice that would later go on to be standard.
- Works like a normal gear proximity throw, so it does not have a whiff animation and only comes out when within range
Supers
Gigantic Piston
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
45,14x5 | Mid | 26 | 6(2)30 | 21 | -6 | -9 | none |
Potemkin's best move. Potemkin inflates his arm to comically large size then punches forward with some kind of corkscrew punch.
This move goes nearly full screen, does good damage, and is air unblockable. This makes it incredibly viable at stopping opponents from just jumping around since it's so big, and can call out opponents attempting to zone you. Unfortunately has long startup and isn't disjointed. It will destroy projectiles but it can very easily be whiff punished by IKs.