GGXRD-R2/Potemkin

From Dustloop Wiki

Overview

Overview

Potemkin is Guilty Gear's resident grappler, made of large attacks, big damage, and huge throws, including his signature Potemkin Buster. As a tank, Potemkin is very slow, being unable to run or air dash. In exchange, he's given an unusually long invincibility window on his backdash, the highest health in the game, and high corner pressure potential.

His strategy revolves around finding ways to get his opponent to make mistakes, and go for big punishes. He has a useful array of big pokes like 5H and anti-airs such as Heat Knuckle, and Mega Fist lets him choose his distances a bit more easily. He also gets the jumping I.C.P.M, which can be used for unexpected mobility.

Potemkin still traditionally struggles against characters who can stay out of range, but he has some answers to them. Slide Head is a fullscreen shockwave that knocks opponents down, and F.D.B. lets him knock projectiles back at the opponent. He also gets Hammer Fall, which lets him quickly close the distance. While these tools are indeed powerful, they still have weak spots, so simply just moving forward can be quite an uphill battle for Potemkin. If you can get past his lumbering neutral experience, you'll be plowing over opponents with Potemkin's high durability and terrifying pressure.
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
5P (5F)
Reversals
632146H (9+8F)

 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. Additionally, he lacks stable ways of pushing the opponent into 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.

Normal Moves

5P

5K

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
22 Low 10 9 9 -4

Low normal that works best as an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool due to its high number of active frames making it very easy to hit meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. Also great for catching backdashes!

Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

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 IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s and distant air approaches as well as controlling the ground in front of Potemkin, 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 it.

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 in order to approach with HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16.

Close hit combos directly into Hammerfall. On CH, 5H can follow up into Hammerfall from any range, though if it 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

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 successful. 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 makes it worth going for from time to time, especially when the animation can be hidden via TrishulaGGXRD Potemkin Trishula.pngGuardMidStartup25Recovery18Advantage-6 YRC.

While it is +1 on block, it's easily disrespected in pressure and the pushback from 5D usually pushes Potemkin out too far to continue pressure much less run a mixup. At the very least, you won't be punished. While going for this as a mixup is tempting, don't forget why you're here.GGXRD Potemkin PotemkinBuster.pngGuardGround Throw: 308000Startup3RecoveryTotal 40Advantage+62

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

Potemkin's go-to anti-air. It has impressive upper-body invulnerability and a sizable hitbox, which is important 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 5P can link into Heat KnuckleGGXRD Potemkin HeatKnuckle.pngGuardUnblockable Hit GrabStartup12Recovery21Advantage+14. On counter hit, it can combo into Heat knuckle at most ranges or go into an air series ending with I.C.P.MGGXRD Potemkin ICPM.pngGuardMidStartup13Recovery29Advantage- at certain ranges.

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 the opponent in blockstrings. 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 Potemkin at +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 makes the special cancel gaps larger while making Hammerfall Brake minus. In longer blockstrings, FD can also be used to push Potemkin away, causing 6K to whiff if used carelessly.

In the corner, 6K works as an excellent 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 their very high damage.

  • 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

Potemkin's 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 or counter hit, but they are launched a far distance towards the corner. 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 spacing between characters. As a result, 6H is most commonly used to fish for counterhits, as punish against incredibly unsafe moves, or on stunned opponents.

  • On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.

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

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
35 Low 12 5 14 -2

Complimentary low poke to 2K and key grounded knockdown button with massive range.

Most grounded combos will end in this normal as it gives Potemkin a safejump on hit, or just a normal meaty. In pressure, 2D's lack of cancel options means that it ends his pressure on block, but it's nigh unpunishable at only -2 with decent pushback. It can also be used as a meaty low on oki when out of 5K range, but it's often better to use a normal with special cancels, like f.S to continue pressure.

Thanks to its raised hurtbox, 2D can also be used as an effective counterpoke against lows that have thin, low to the ground hitboxes like Ky's 2DGGXRD Ky 2D Hitbox.pngGuardLowStartup7Recovery12Advantage-10 and Slayer's 2KGGXRD Slayer 2K hitbox.pngGuardLowStartup6Recovery8Advantage+4

  • Cannot be special cancelled

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

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

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
623H 0,15×2,40 Unblockable Hit Grab 12 2 21 +14
Heat Knuckle > 63214H 90 +53

Potemkin's ground-to-air hitgrab. At first glance, Heat Knuckle appears to be a decent anti-air, but its true purpose lies in preventing opponents from jumping out of pressure. On hit, it blows them away and they can air tech.

As Heat Knuckle is an unblockable strike, it can be blitz shielded. This is important to know both as and against Potemkin, since it can make jumping out safer to Heat Knuckle. That won't always save you, though...GGXRD Potemkin HeavenlyPotemkinBuster.pngGuardUnblockableStartup10+1Recovery10Advantage+56

  • At low hitstun decay, Heat Knuckle combos into itself once in the corner for massive meter build.

Heat Knuckle > 63214H

Heat Extend is the followup to Heat Knuckle that tacks on a chunk of damage and send the victim full screen in a hard knockdown.

Since Heat Knuckle never knocks down, there's no reason not to use Extend save for those few instances where double Heat Knuckle is possible.

  • At high hitstun decay, Heat Extend allows them to air tech and should be avoided as a combo ender in those long combos.

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.


236P

Forward Megafist is a good neutral tool that can jump over many normals, particularly low pokes, with a good hitbox that's hard to contest. Unfortunately, it's held back by being minus on hit, which is punishable with a throw if spaced poorly. However, this doesn't mean Forward Megafist can't be used in pressure: properly spaced, its a good way to advance and nullify FD's pushback, or to work around otherwise-guaranteed punishes after the opponent IBs a normal.

YRC can also help circumvent its poor reward - hopping over a normal with Forward Megafist, then using YRC while midair will allow Potemkin to punish with an air normal and convert into a knockdown. Forward Megafist is also a very strong option during Danger Time, since it's a fairly quick and evasive overhead that converts into 5D on mortal counter.

  • Air hit causes a hard knockdown

214P

Backwards Megafist is the defensive variant of Megafist, as it moves backwards in exchange for much better frame data and a stagger on counterhit.

Combined with IB and other universal mechanics, Back Megafist can be a powerful defensive tool to get out of pressure against strings into low hitbox normals, such as gatlings into  Faust's 2HGGXRD Faust 2H.pngGuardLowStartup14Recovery25Advantage-8. Back Megafist can also discourage resetting pressure, as an attacker may find themself running into its hitbox while Potemkin disengages

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

Slide Head is one of Potemkin's two primary anti-zoning tools, the other being F.D.B.GGXRD Potemkin FDB.pngGuardMidStartup19Recovery12Advantage+2

This attack actually has two stages. The first is a standard attack that hits low with an extra long hard knockdown on hit. Once he lands, the second part of the move is a fullscreen unblockable projectile on the ground. If the opponent is grounded and not invincible, they will be knocked down for a similarly long hard knockdown. This long knockdown allows Potemkin to link an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
I.C.P.MGGXRD Potemkin ICPM.pngGuardMidStartup13Recovery29Advantage- or HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16 up close for a normal meaty.

Slide Head can also be timed so that the shockwave hits meaty. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. In the corner, this can be converted into an IAS I.C.P.M, or an RRC can convert into 6K loops, but anywhere else there is little reason to do this as a weak OTG hit is the only followup

Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward ( I-No,  Ramlethal,  Dizzy,  Johnny, and more). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status. As well as this, some characters have animations that inexplicably avoid the shockwave, such as  Sol's slide when he stops running.

Slide Head has some upper body invincibility as it starts up. This window of upper body invincibility is also active during the YRC window so there is value in using Slide Head as a gimmicky anti-air against air dashes, where an air normal may whiff YRCing can allow Potemkin to punish that whiff. In addition, the upper body invincibility can be used to make a fireball or mid-hitting poke whiff, but all of these "tricks" are unreliable.

  • Doing I.C.P.M as an OTG hit after Slide Head causes a significantly faster wakeup than the usual time after I.C.P.M, so be prepared
  • If the first, low hitting part of the attack connects at all, the unblockable projectile will not occur
  • There is a window in which Potemkin can hit the ground and create the shockwave effects, but then YRC before the actual shockwave occurs. Essentially useless, save the meter

Hammer Fall

[4]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
60 Mid 18[31] 2 33 -16 1~Super Armor

Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, attacking only once he's in range of the opponent.

Potemkin 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'.

Since it's very punishable on block, its a risky move to use without meter to RC it. Also has some utility in combos, as it floats on hit, with long untechable time on counter hit. Mostly, though, it's used for Hammerfall Brake.

Hammer Fall Break

P during Hammer Fall

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
Hammer Fall > P Total 15

By hitting P during a Hammerfall, Potemkin comes to a sudden stop, so long as the attack hasn't started. This allows him 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 attempt/continue pressure.
  • Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)

F.D.B.

63214S (Hold OK)

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

Also known as "Flick". 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 suggests, and can stagger opponents on hit or keep Potemkin safe on block. Its fast startup creates opportunities for combos on the ground, especially after 6K.

  • Holding S delays flick.

Reflecting

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 recover significantly faster, allowing him to capitalize on this new pressure he's created.

  • If Potemkin reflects a projectile, he becomes strike invulnerable until he recovers.
  • The strength of the relfected projectile is high enough that it will usually erase any other projectile on contact.


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

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

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

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 Weight/10,000 Ton WeightGGXRD Faust 100TonWeight.pngGuardAll,UnblockableStartup13RecoverylandingAdvantage-
(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

N/A

 Johnny

Glitter is GoldGGXRD Johnny GlitterIsGold.pngGuardAllStartup6RecoveryTotal: 17Advantage+8 ZweihanderGGXRD Johnny Zweihander.pngGuardAllStartup1RecoveryUntil Landing + 10Advantage-

 Kum

5DGGXRD-R2 Haehyun 5D.pngGuardHighStartup26Recovery12Advantage+2 (Only after being YRC'd.) Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16

 Ky

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

Graviert WurdeGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8

 May

Applause for the VictimGGXRD May ApplauseForTheVictim PK.pngGuardAllStartup25RecoveryTotal 43Advantage+2 (As long as she's not riding it.) Don't Miss It!GGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage-

 Millia

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

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

N/A

 Slayer

Helter SkelterGGXRD Slayer HelterSkelter.pngGuardAllStartup25Recovery13Advantage+12

 Sol

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. Deals high damage, has surprisingly long reach and incredibly fast startup.

Potemkin can even leverage his incredible backdash invuln and pair it with that of Potemkin Buster's to slip through blockstrings and punish moves that are normally active enough to beat backdashes.

With meter, Potemkin can combo via RCing as he throws the opponent away, jumping forward and hitting j.H late, then following 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. Combo tool and situational anti-air.

Has high vertical reach, far past what the animation suggests, but almost none horizontally. Trishula launches the opponent on hit and also pulls them slightly inward, with time to air combousually with superjump j.P > j.K > j.S > ICPM. Scoring a counter hit near the 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.

  • If YRC'd during the start of the launch, Potemkin is launched across the stage extremely fast and remains completely actionable which can lead to some silly setups or some unexpected movement/mixups
  • 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:

Advantage Table
20F  VE
22F  KY
23F  PO,  BE,  IN
24F  AN,  AX,  BA,  CH,  DI  FA,  JC,  JO,  MA,  MI,  SO,  RA,  RV,  ZA
25F  SL,  JA
26F  EL
27F  LE
29F  CH,  SI

Overdrives

Heavenly Potemkin Buster

236236S or 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 creates 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.

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. Potemkin launches himself forward after a delay.

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: 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 the opponent's current health bar - the more health they have, the more favored going for dizzy is. Positioning matters as well, since Bullet only offers the opportunity to follow up when in or very near the corner.

Instant Kill

Infernal Tour

During IK Mode: 236236H

Navigation

 Potemkin


To edit frame data, edit values in GGXRD-R2/Potemkin/Data.
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