GGX/Potemkin

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< GGX

Overview

Overview
potemkin is a grappler
GGX Potemkin Nameplate.png
GGX Potemkin Portrait.png
Damage Received Mod
x0.875
Guts Rating
4/5
Gravity Mod
x1.25
Stun Resistance
80
Prejump
5F
Backdash
22F (1~20F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 27F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
0
Unique Movement Options
No Run
No Airdash
Fastest Attack
5P (7F)
5K (7F)
2K (7F)
j.P (7F)
632146P (1F)
Reversals

 Potemkin lumbers through neutral to headlock his opponent into a terrifying vortex of death.

Pros
Cons
  • Potemkin Buster: The command grab that defines Potemkin. It comes out instantly with huge range and damage, and has applications on both offense and defense.
  • Amazing backdash: Potemkin's backdash is invincible for almost the entire animation, making it an excellent option for defense.
  • Massive stamina: Potemkin is the proud owner of the highest effective health in the game, allowing them to take lots of punishment.
  • Sluggish: Potemkin cannot dash or airdash, and has 5 frames of prejump. This makes approaching the opponent difficult, and prevents him from using Faultless Defense Cancels to the same extent that most of the cast can. In addition, all of his normals are slower than average.
  • Weak to zoning: Potemkin struggles to deal with opponents that actively stay out of his range. Slide Head and Hammer Fall do help with this, but they are far from foolproof solutions.
  • Large: Potemkin's large frame makes him more susceptible to things like instant overheads and 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 enables character-specific combos and setups.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 7 2 12 -4
Level Guard Bar+ Guard Bar-
1

5K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 7 6 12 -4
Level Guard Bar+ Guard Bar-
2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 9 3 16 -5
Level Guard Bar+ Guard Bar-
2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 11 6 20 -12
Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 15 5 21 -7
Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
70 High 29 2(2)2(2)2 8 +1
Level Guard Bar+ Guard Bar-
3

2P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 9 4 8 -2
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 7 4 18 -8
Level Guard Bar+ Guard Bar-
2

2S

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 14 3 20 -4
Level Guard Bar+ Guard Bar-
3

2H

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 13 5 35 -21
Level Guard Bar+ Guard Bar-
3

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
35 Low 14 5 14 0
Level Guard Bar+ Guard Bar-
3

6P

Damage Guard Startup Active Recovery On-Block Invuln
35 High 18 3 16 0 1~17F Upper Body
Level Guard Bar+ Guard Bar-
3

6H

Damage Guard Startup Active Recovery On-Block Invuln
100 Mid 23 5 30 -16
Level Guard Bar+ Guard Bar-
3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 7 6 6
Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 10 8 13
Level Guard Bar+ Guard Bar-
1

j.S

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 13 6 23
Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
46 High/Air 11 8 12
Level Guard Bar+ Guard Bar-
3

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
60 55 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
35 All 13 5 18 -9 1~5F All
6~17F Strike
Level Guard Bar+ Guard Bar-
2

Special Moves

Potemkin Buster

632146P

Damage Guard Startup Active Recovery On-Block Invuln
140 160 pixels 1 1 45
Level Guard Bar+ Guard Bar-

Mega Fist

236P or 214P

Version Damage Guard Startup Active Recovery On-Block Invuln
236P 50 High/Air 25 8 8 -2 1~24F Lower Body
4~32F Airborne
214P 50 High/Air 25 9 6 +4 1~24F Lower Body
5~33F Airborne
Version Level Guard Bar+ Guard Bar-
236P 3
214P 3

236P: 214P:

Slide Head

236S

Damage Guard Startup Active Recovery On-Block Invuln
40, 0 Low, Unblockable 25 2(2)1 25 -11 1~16F Upper Body
29~42F Low Profile
  • Both the main physical attack and the shockwave can be Roman Canceled on hit.
Level Guard Bar+ Guard Bar-
3
  • OTG state duration is extended to 61F
  • Quake does not come out if first hit touches opponent

Hammer Fall

[4]6H

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 19~31 2 33 -16 1F~2nd active frame: Armor

Potemkin charges forward with one hit of armor. Useful for going through pokes and projectiles, although be careful because it's very unsafe on block. Pairs really well with RC's, which makes it plus on block and comboable on hit. Potemkin cannot cancel it, so it's not great without hard reads or meter.

Level Guard Bar+ Guard Bar-
3
  • Charge time: 30F

Heat Knuckle

623H

Damage Guard Startup Active Recovery On-Block Invuln
0, 15×2, 40 Unblockable 14 1 26
Level Guard Bar+ Guard Bar-

Heat Extend

623H > 63214H

Damage Guard Startup Active Recovery On-Block Invuln
90
Level Guard Bar+ Guard Bar-
  • Replaces final hit of Heat Knuckle

Overdrives

Giganter

632146H

Damage Guard Startup Active Recovery On-Block Invuln
50 All 7+11 48 Total 42 +8 1~7F All
8~13F Strike
Level Guard Bar+ Guard Bar-
3

Gigantic Bullet

632146H > 4123641236P

Damage Guard Startup Active Recovery On-Block Invuln
190 Mid 85 24 32 -37
Level Guard Bar+ Guard Bar-
3

Heavenly Potemkin Buster

236236S

Damage Guard Startup Active Recovery On-Block Invuln
190 Unblockable 12+1 15 28+8 after landing 1~12F All
13~27F Upper Body
13~54F Airborne
Level Guard Bar+ Guard Bar-

Instant Kill

Magnum Opera

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 11+6 12 16 -9 1~21F Strike
Level Guard Bar+ Guard Bar-
3
  • IK Mode activation: 106F

Navigation

To edit frame data, edit values in GGX/Potemkin/Data.
Systems Pages