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Potemkin throws out an angled backhand and shakes it like Bruce Lee. Now his only overhead normal since 6K's overhaul. Slow startup and obvious animation make it difficult to use in pressure, but the available followups on homing jumps and dashes alike make it worth trying occasionally. At least when they do block it, it's in your favor. | Potemkin throws out an angled backhand and shakes it like Bruce Lee. Now his only overhead normal since 6K's overhaul. Slow startup and obvious animation make it difficult to use in pressure, but the available followups on homing jumps and dashes alike make it worth trying occasionally. At least when they do block it, it's in your favor. | ||
Midscreen, go for a homing jump into j.H > | Midscreen, go for a homing jump into j.H > j.H > jc > j.S > j.H > ICPM. Corner, go for a homing dash into a 2H > 2H > HFB > 6H > Trishula > 6K > Trishula > j.K > jc > j.H > ICPM, or 2H > 2H > HFB > 6H > HFB > 2S/6K loops depending on character (See below for more combo options and notation.) | ||
80% initial prorate. | 80% initial prorate. | ||
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======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 15:33, 28 August 2016
Potemkin |
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Defense Modifier: x0.94 Guts Rating: 3 Stun Resistance: 80 Jump Startup: 5F Backdash Time 21F / Invul: 1-20F
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Overview
Potemkin is Guilty Gear's mainstay grappler, but as in previous games, his command grab is only a small part of his overall gameplan. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent, then punish their reaction to his pressure.
Strengths
- Long-range normals with relatively high single-hit damage.
- Fast command grab with good range.
- Damaging conversions off corner hits.
- Highly invincible backdash.
- The highest defense modifier and stun resistance in the game, Potemkin is practically impossible to stun without a string of lucky counter hits.
Weaknesses
- Difficulty approaching and closing gaps.
- Few options for dealing with opponent's pressure.
- Long startup and recovery on many attacks leave him prone to counters.
- Big hurtbox.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6K
6K |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Heat Knuckle
Heat Knuckle 623H |
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Megafist
Megafist 236P or 214P |
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Slide Head
Slide Head 236S |
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Hammer Fall
Hammer Fall [4]6H |
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F.D.B.
F.D.B. 63214S |
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Potemkin Buster
Potemkin Buster 632146P |
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Trishula
Trishula 63214K |
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I.C.P.M
I.C.P.M j.41236H |
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Overdrives
Heavenly Potemkin Buster
Heavenly Potemkin Buster 236236S |
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Giganter EX
Giganter EX 632146H |
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Gigantic Blid EX
Gigantic Blid EX Giganter EX > 4123641236P |
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Instant Kill
Infernal Tour in IK mode: 236236H |
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