GGXRD-R2/Potemkin: Difference between revisions

From Dustloop Wiki
(42 intermediate revisions by 12 users not shown)
Line 6: Line 6:
[[File:GGXRD-R_Potemkin_Portrait.png|350x500px|center]]
[[File:GGXRD-R_Potemkin_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-GGXRD-R2
||{{#lsth:GGXRD-R2/Potemkin/Data|SystemData}}
|defense=x0.94
|guts=3
|stun=80
|weight=Super Heavy
|jumpStartup=5F
|backdashTime=21F
|backdashInv=1-20F
|faceDown=22F
|faceUp=24F
}}
;Movement Options
;Movement Options
:Double Jump, No Air Dashes or Forward Ground Dash, Backdash
:Double Jump, Hammerfall (armored movement special)
|}
|}
{{CharNav |charMainPage=GGXRD-R2/Potemkin
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_PO.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/282-potemkin/
}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
</div>


==Overview==
==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.
Potemkin is Guilty Gear's mainstay grappler. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punish their reaction or lack thereof.


===Strengths/Weaknesses===
{{Bio
{|  
| name = Potemkin
|-style="text-align:left;"
| game = GGXRD-R2
! Strengths !! Weaknesses
| quote =  
|- style="vertical-align:top;text-alighn:left"
| voice = Takashi Kondou
| style="width: 50%;"|
| lore = He was a former slave in the empire of Zepp, and was a supporter of the democratic revolution that took place. He is currently a member of Zepp's elite presidential guard. Despite his appearance, Potemkin is actually a very intelligent calculating individual who dislikes fighting, only doing it when absolutely necessary. He is also generally kind to others, and is capable of keeping his patience even when the person he's speaking to isn't being necessarily friendly.
*Long-range normals with relatively high single-hit damage.
}}
*Fast command grab with good range.
{{StrengthsAndWeaknesses
*Damaging conversions off corner hits.
| intro = {{Character Label|GGXRD-R2|Potemkin|24px}} uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punish their reaction or lack thereof.
*Highly invincible backdash.
| pros =
*The highest defense modifier and stun resistance in the game, Potemkin is practically impossible to stun without a string of lucky counter hits.
* Long-range normals with relatively high single-hit damage.
| style="width: 50%;"|
* Extremely Fast command grab with great range.
*Difficulty approaching and closing gaps.
* Damaging conversions off corner hits or Potemkin Buster.
*Few options for dealing with opponent's pressure.
* Above average stun output. Can easily stun Dizzy and Raven off of one counterhit {{clr|4|6H}}.
*Long startup and recovery on many attacks leave him prone to counters.
* Highly invincible backdash.
*Big hurtbox.
* The highest effective health in the game. Potemkin has a defense modifier of 0.93.
|-
* The highest stun resistance in the game. Potemkin is practically impossible to stun.
|}
* Hammerfall > YRC > Potemkin Buster.
<br clear=all/>
* F.D.B and Slidehead allow Potemkin to deal with zoning.
 
| cons =
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}
* Very poor mobility. Makes approaching very difficult.
* Few options for dealing with opponent's pressure.
* Very long startup on most normals.
* Big hurtbox which extends further during most normals.
* Very situational overdrives.
* 5f jump startup.
}}
{{#lst:GGXRD-R2/Potemkin/Data|Links}}


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
======<font style="visibility:hidden" size="0">5P</font>======
{{MoveData
{{MoveData
|name=5P
|name={{clr|1|5P}}
|image=GGXRD_Potemkin_5P.png |caption=
|image=GGXRD_Potemkin_5P.png |caption=Excuse me, gotta scrath my nose
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=11 |tension=144 |risc=8 |prorate= |level=0 |guard=Mid
{{!}}-
|cancel=CSJ |roman=YRP |startup=5 |active=5 |recovery=6 |frameAdv=-1 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|5P}}
|description=A reasonably fast jab. In Xrd, the punching animation is much higher than previous games, causing it to whiff on crouchers. Because of this, and 2P's improved speed, 5P is probably best used as an anti-air, or whiffing to set up a Potemkin Buster.
{{!}}-
{{Description|6|text=A reasonably fast jab. In Xrd, the punching animation is much higher than previous games, causing it to whiff on crouchers. Because of this, and {{clr|1|2P}}'s improved speed, {{clr|1|5P}} is probably best used as an anti-air, or whiffing to set up a Potemkin Buster.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5K</font>======
======<font style="visibility:hidden" size="0">5K</font>======
{{MoveData
{{MoveData
|name=5K
|name={{clr|2|5K}}
|image=GGXRD_Potemkin_5K.png |caption=
|image=GGXRD_Potemkin_5K.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=22 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
{{!}}-
|cancel=SJ |roman=YRP |startup=10 |active=9 |recovery=9 |frameAdv=-4 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|5K}}
|description=A subtle step-kick. Hits low, and has lots of active frames to work with, making it really easy to hit meaty on oki.
{{!}}-
{{Description|6|text=A subtle step-kick. Hits low, and has lots of active frames to work with, making it really easy to hit meaty on oki.
  }}
  }}
}}
}}
Line 83: Line 75:
======<font style="visibility:hidden" size="0">c.S</font>======
======<font style="visibility:hidden" size="0">c.S</font>======
{{MoveData
{{MoveData
|name=c.S
|name={{clr|3|c.S}}
|image=GGXRD_Potemkin_cS.png |caption=
|image=GGXRD_Potemkin_cS.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
{{!}}-
|cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=11 |frameAdv=0 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|c.S}}
|description=Potemkin's close Slash is reasonably well-suited to its task, with acceptable startup and good active frames. Commonly used as combo filler, after a 5P/2P or jump-in. Leads into all of his combo-extending attacks like f.S, 2S, 6K, etc. Can also be jump-canceled into basic air combos ending in ICPM. Can also be used to setup tick grabs, since it's even on block.
{{!}}-
{{Description|6|text=Potemkin's close Slash is reasonably well-suited to its task, with acceptable startup and good active frames. Commonly used as combo filler, after a {{clr|1|5P}}/{{clr|1|2P}} or jump-in. Leads into all of his combo-extending attacks like {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|2|6K}}, etc. Can also be jump-canceled into basic air combos ending in ICPM. Can also be used to setup tick grabs.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">f.S</font>======
======<font style="visibility:hidden" size="0">f.S</font>======
{{MoveData
{{MoveData
|name=f.S
|name={{clr|3|f.S}}
|image=GGXRD_Potemkin_fS.png |caption=
|image=GGXRD_Potemkin_fS.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=36 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
{{!}}-
|cancel=SJ |roman=YRP |startup=11 |active=7 |recovery=18 |frameAdv=-11 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|f.S}}
|description=A long-range poke with a slight upward angle. Slow startup and recovery, but good range and follow-up options. Use it to control space, stop jump-outs, halt IADs, or to setup tricks like canceling into Slide Head or approaching with Hammerfall.
{{!}}-
{{Description|6|text=A long-range poke with a slight upward angle. Slow startup and recovery, but good range and follow-up options. Use it to control space, stop jump-outs, halt IADs, or to setup tricks like canceling into Slide Head or approaching with Hammerfall.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5H</font>======
======<font style="visibility:hidden" size="0">5H</font>======
{{MoveData
{{MoveData
|name=5H
|name={{clr|4|5H}}
|image=GGXRD_Potemkin_5H.png |caption=
|image=GGXRD_Potemkin_5H.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=15 |active=7 |recovery=16 |frameAdv=-4 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|5H}}
|description=A long horizontal chop, reaching over a good portion of the screen. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with Hammerfall. Close hit guarantees hammerfall follow up. On CH you can follow up with hammerfall from any range, keep in mind that hammerfall has a tendency to whiff if you do it from absolute max range or around mid range of CH 5HS hit.
{{!}}-
{{Description|6|text=A long horizontal chop, reaching over a good portion of the screen. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with Hammerfall. Close hit guarantees hammerfall follow up. On CH you can follow up with hammerfall from any range, keep in mind that hammerfall has a tendency to whiff if you do it from absolute max range or around mid range of CH {{clr|4|5H}} hit.
  }}
  }}
}}
}}
Line 117: Line 113:
======<font style="visibility:hidden" size="0">6P</font>======
======<font style="visibility:hidden" size="0">6P</font>======
{{MoveData
{{MoveData
|name=6P
|name={{clr|1|6P}}
|image=GGXRD_Potemkin_6P.png |caption= Praying it counter hits
|image=GGXRD_Potemkin_6P.png |caption= Praying it counter hits
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=35 |tension=384 |risc=5 |prorate= |level=3 |guard=Mid
{{!}}-
|cancel= |roman=YRP |startup=11 |active=7 |recovery=19 |frameAdv=-9 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|6P}}
|description=Your go-to anti-air. Potemkin sits down and claps his big metal hands in front of his face. It has impressive upper-body invulnerability and a sizable hitbox, which is good because this attack is really only any good when it counter hits, allowing you to follow-up with things like 5S/5HS > Heat, j.P > j.K > j.S > ICPM or 6k loops in corner etc. Without a counter hit, the poor recovery and lack of cancel options means you cannot do any guaranteed follow ups.
{{!}}-
{{Description|6|text=Your go-to anti-air. Potemkin sits down and claps his big metal hands in front of his face. It has impressive upper-body invulnerability and a sizable hitbox, which is good because this attack is really only any good when it counter hits, allowing you to follow-up with things like {{clr|3|5S}}/{{clr|4|5H}} > Heat, {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > ICPM or 6k loops in corner etc. Without a counter hit, the poor recovery and lack of cancel options means you cannot do any guaranteed follow ups.


Upper body invuln frames 1~22.
Upper body invuln frames 1~22.
Line 131: Line 128:
======<font style="visibility:hidden" size="0">6K</font>======
======<font style="visibility:hidden" size="0">6K</font>======
{{MoveData
{{MoveData
|name=6K
|name={{clr|2|6K}}
|image=GGXRD_Potemkin_6K.png |caption= DAB ON EM
|image=GGXRD_Potemkin_6K.png |caption= DAB ON EM
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=40 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=16 |active=8 |recovery=20 |frameAdv=-9 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|6K}}
|description=A lunging shoulder tackle. Potemkin clears a surprising amount of space in a short amount of time with this move, and it has enough blockstun to make canceling it into Hammerfall Brake positive on block. Speaking of which, get used to canceling this into Hammerfall Brake, because you'll be doing it a lot for pressure and combos alike.
{{!}}-
{{Description|6|text=A lunging shoulder tackle. Potemkin clears a surprising amount of space in a short amount of time with this move, and it has enough blockstun to make canceling it into Hammerfall Brake positive on block. Speaking of which, get used to canceling this into Hammerfall Brake, because you'll be doing it a lot for pressure and combos alike.
*On air hit, causes approximately 36f of wallsplat.
*On air hit, causes approximately 36f of wallsplat.
  }}
  }}
Line 144: Line 142:
======<font style="visibility:hidden" size="0">6H</font>======
======<font style="visibility:hidden" size="0">6H</font>======
{{MoveData
{{MoveData
|name=6H
|name={{clr|4|6H}}
|image=GGXRD_Potemkin_6H.png |caption=
|image=GGXRD_Potemkin_6H.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=80 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=23 |active=5 |recovery=30 |frameAdv=-16 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|6H}}
|description=Potemkin rears back, then throws his upper body forward with a massive double punch. His longest reaching normal, and also his most damaging. Good as a combo starter in the corner, but mostly you'll use it to cover screen space and assert dominance, forcing your opponent to block while you approach with Hammerfall or go for a Slide Head.
{{!}}-
{{Description|6|text=Potemkin rears back, then throws his upper body forward with a massive double punch. His longest reaching normal, and also his most damaging. Good as a combo starter in the corner, but mostly you'll use it to cover screen space and assert dominance, forcing your opponent to block while you approach with Hammerfall or go for a Slide Head.
*On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
*On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
*Counter hit blows opponent away and causes them to tumble on the ground for XX frames. The opponent is treated as airborne for followups.
*Counter hit blows opponent away and causes them to tumble on the ground for XX frames. The opponent is treated as airborne for followups.
Line 157: Line 156:
======<font style="visibility:hidden" size="0">5D</font>======
======<font style="visibility:hidden" size="0">5D</font>======
{{MoveData
{{MoveData
|name=5D
|name={{clr|5|5D}}
|image=GGXRD_Potemkin_5D.png |caption=
|image=GGXRD_Potemkin_5D.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=30 |tension=384 |risc=20 |prorate= |level=4 |guard=High
{{!}}-
|cancel= |roman=YRP |startup=27 |active=2(2)2(2)2 |recovery=8 |frameAdv=+1 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|5D}}
|description=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 > 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.)
{{Description|6|text=Potemkin throws out an angled backhand and shakes it like Bruce Lee. Now his only overhead normal since {{clr|2|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 {{clr|4|j.H}} > {{clr|4|j.H}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > ICPM. Corner, go for a homing dash into a {{clr|4|2H}} > {{clr|4|2H}} > HFB > {{clr|4|6H}} > Trishula > {{clr|2|6K}} > Trishula > {{clr|2|j.K}} > jc > {{clr|4|j.H}} > ICPM, or {{clr|4|2H}} > {{clr|4|2H}} > HFB > {{clr|4|6H}} > HFB > {{clr|3|2S}}/{{clr|2|6K}} loops depending on character (See below for more combo options and notation.
 
A trick you can do with the move to make it less obvious is to Trishula > YRC > {{clr|5|5D}} to hide the orange animation


80% initial prorate.
80% initial prorate.
Line 172: Line 174:
======<font style="visibility:hidden" size="0">2P</font>======
======<font style="visibility:hidden" size="0">2P</font>======
{{MoveData
{{MoveData
|name=2P
|name={{clr|1|2P}}
|image=GGXRD_Potemkin_2P.png |caption=
|image=GGXRD_Potemkin_2P.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=12 |tension=144 |risc=8 |prorate= |level=0 |guard=Mid
{{!}}-
|cancel=CS |roman=YRP |startup=6 |active=4 |recovery=6 |frameAdv=0 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|2P}}
|description=Potemkin kneels down and pokes forward with both arms at an angle. Short reach and low hitbox, but decent speed and cancel options. The new go-to poke against over 5P for grounded opponents, due to the height difference.
{{!}}-
{{Description|6|text=Potemkin kneels down and pokes forward with both arms at an angle. Short reach and low hitbox, but decent speed and cancel options. The new go-to poke against over {{clr|1|5P}} for grounded opponents, due to the height difference.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2K</font>======
======<font style="visibility:hidden" size="0">2K</font>======
{{MoveData
{{MoveData
|name=2K
|name={{clr|2|2K}}
|image=GGXRD_Potemkin_2K.png |caption=
|image=GGXRD_Potemkin_2K.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=16 |tension=264 |risc=7 |prorate= |level=1 |guard=Low
{{!}}-
|cancel=S |roman=YRP |startup=7 |active=4 |recovery=14 |frameAdv=-6 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|2K}}
|description=Potemkin swings his arms back and extends his leg for a mid-range kick. Faster than 5K and better range, making it more desirable in neutral while 5K remains preferable for oki. Cancels into slash attacks, but unfortunately 2S won't combo, so you need to be relatively close to get good followups like c.S/f.S > 2S > etc.
{{!}}-
{{Description|6|text=Potemkin swings his arms back and extends his leg for a mid-range kick. Faster than {{clr|2|5K}} and better range, making it more desirable in neutral while {{clr|2|5K}} remains preferable for oki. Cancels into slash attacks, but unfortunately {{clr|3|2S}} won't combo, so you need to be relatively close to get good followups like {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|3|2S}} > etc.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2S</font>======
======<font style="visibility:hidden" size="0">2S</font>======
{{MoveData
{{MoveData
|name=2S
|name={{clr|3|2S}}
|image=GGXRD_Potemkin_2S.png |caption=
|image=GGXRD_Potemkin_2S.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=36 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=14 |active=3 |recovery=20 |frameAdv=-6 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|2S}}
|description=A crouching back-hand swing with great reach. Unfortunately it lost its vacuum effect from AC, but 6K's ability to close the distance makes up for this somewhat. Primarily grounded combo filler now, though smart use can net you big damage since it causes stagger on counter hit.
{{!}}-
{{Description|6|text=A crouching back-hand swing with great reach. Unfortunately it lost its vacuum effect from AC, but {{clr|2|6K}}'s ability to close the distance makes up for this somewhat. Primarily grounded combo filler now, though smart use can net you big damage since it causes stagger on counter hit.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2H</font>======
======<font style="visibility:hidden" size="0">2H</font>======
{{MoveData
{{MoveData
|name=2H
|name={{clr|4|2H}}
|image=GGXRD_Potemkin_2H.png |caption=
|image=GGXRD_Potemkin_2H.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=60 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=13 |active=5 |recovery=35 |frameAdv=-21 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|2H}}
|description=Potemkin thrusts his fist way into the air with a beefy uppercut. Controls a massive amount of vertical space. Substantial untechable time on regular hit, but it really shines on counter-hit, preventing the opponent from teching at all until they hit the dirt, allowing for massive damage potential.
{{!}}-
{{Description|6|text=Potemkin thrusts his fist way into the air with a beefy uppercut. Controls a massive amount of vertical space. Substantial untechable time on regular hit, but it really shines on counter-hit, preventing the opponent from teching at all until they hit the dirt, allowing for massive damage potential.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2D</font>======
======<font style="visibility:hidden" size="0">2D</font>======
{{MoveData
{{MoveData
|name=2D
|name={{clr|5|2D}}
|image=GGXRD_Potemkin_2D.png |caption=
|image=GGXRD_Potemkin_2D.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=35 |tension=384 |risc=6 |prorate= |level=3 |guard=Low
{{!}}-
|cancel= |roman=YRP |startup=12 |active=5 |recovery=14 |frameAdv=-2 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|2D}}
|description=Potemkin turns on his heel to deliver a long-range sweep. Low, with decent startup considering its reach. Though negative on block, its range means you're unlikely to be punished even up close, and gives it some viability as a tick grab setup. Can also be used on oki when you're too far away for 5K but still want to tag the opponent with a low. But in general you're better off only using this on grounded combos for the knockdown, and sticking with Hammerfall cancels for pressure.
{{!}}-
{{Description|6|text=Potemkin turns on his heel to deliver a long-range sweep. Low, with decent startup considering its reach. Though negative on block, its range means you're unlikely to be punished even up close, and gives it some viability as a tick grab setup. Can also be used on oki when you're too far away for {{clr|2|5K}} but still want to tag the opponent with a low. But in general you're better off only using this on grounded combos for the knockdown, and sticking with Hammerfall cancels for pressure.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.P</font>======
======<font style="visibility:hidden" size="0">j.P</font>======
{{MoveData
{{MoveData
|name=j.P
|name={{clr|1|j.P}}
|image=GGXRD_Potemkin_jP.png |caption=
|image=GGXRD_Potemkin_jP.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=18 |tension=144 |risc=8 |prorate= |level=0 |guard=High, Air
{{!}}-
|cancel=CS |roman=YRP |startup=7 |active=6 |recovery=6 |frameAdv=- |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|j.P}}
|description=A quick elbow jab. Potemkin bunches up into a ball for this one, shrinking his hurtbox somewhat, but not enough to make a huge difference. Cancels into itself and all his other aerial attacks, and is a good choice for air-to-air combat. If the opponent blocks, keep pressing it until you both land and you can set up pressure or go straight for a grab. Additionally, since j.S gatlings back into j.P, you can use j.S as a jump-in, cancel into j.P if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).
{{!}}-
{{Description|6|text=A quick elbow jab. Potemkin bunches up into a ball for this one, shrinking his hurtbox somewhat, but not enough to make a huge difference. Cancels into itself and all his other aerial attacks, and is a good choice for air-to-air combat. If the opponent blocks, keep pressing it until you both land and you can set up pressure or go straight for a grab. Additionally, since {{clr|3|j.S}} gatlings back into {{clr|1|j.P}}, you can use {{clr|3|j.S}} as a jump-in, cancel into {{clr|1|j.P}} if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.K</font>======
======<font style="visibility:hidden" size="0">j.K</font>======
{{MoveData
{{MoveData
|name=j.K
|name={{clr|2|j.K}}
|image=GGXRD_Potemkin_jK.png |caption=
|image=GGXRD_Potemkin_jK.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=24 |tension=264 |risc=7 |prorate= |level=1 |guard=High, Air
{{!}}-
|cancel=JS |roman=YRP |startup=10 |active=8 |recovery=13 |frameAdv=- |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|j.K}}
|description=A Mario-esque jumping kick. Also like Mario, Potemkin can bounce off his opponents with this, since it's his only aerial attack that can be jump canceled. Since it has hitboxes on both feet, it can be used for ambiguous crossups on oki or after double-jumps.
{{!}}-
{{Description|6|text=A Mario-esque jumping kick. Also like Mario, Potemkin can bounce off his opponents with this, since it's his only aerial attack that can be jump canceled. Since it has hitboxes on both feet, it can be used for ambiguous crossups on oki or after double-jumps.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.S</font>======
======<font style="visibility:hidden" size="0">j.S</font>======
{{MoveData
{{MoveData
|name=j.S
|name={{clr|3|j.S}}
|image=GGXRD_Potemkin_jS.png |caption=
|image=GGXRD_Potemkin_jS.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=36 |tension=264 |risc=6 |prorate= |level=3 |guard=High, Air
{{!}}-
|cancel=S |roman=YRP |startup=13 |active=6 |recovery=23 |frameAdv=- |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|j.S}}
|description=An overhead hammer swing with both fists. Covers a good amount of space, going from slightly above to well below Potemkin as the active frames complete. Desirable as a jump-in for its hitbox, its ability to cancel into j.P for grab setups, and the fact that it staggers grounded opponents on counter hit, allowing combos directly into Potemkin Buster (or anything else you might want to try). Air counter hits provide pretty decent untechable time, allowing you to combo into Heat Knuckle after landing, depending on the height.
{{!}}-
{{Description|6|text=An overhead hammer swing with both fists. Covers a good amount of space, going from slightly above to well below Potemkin as the active frames complete. Desirable as a jump-in for its hitbox, its ability to cancel into {{clr|1|j.P}} for grab setups, and the fact that it staggers grounded opponents on counter hit, allowing combos directly into Potemkin Buster (or anything else you might want to try). Air counter hits provide pretty decent untechable time, allowing you to combo into Heat Knuckle after landing, depending on the height.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.H</font>======
======<font style="visibility:hidden" size="0">j.H</font>======
{{MoveData
{{MoveData
|name=j.H
|name={{clr|4|j.H}}
|image=GGXRD_Potemkin_jH.png |caption=
|image=GGXRD_Potemkin_jH.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=45 |tension=384 |risc=6 |prorate= |level=3 |guard=High, Air
{{!}}-
|cancel=S |roman=YRP |startup=13 |active=6 |recovery=16 |frameAdv= |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|j.H}}
|description=Potemkin crosses his arms in front of him for a body splash. Massive horizontal hurtbox, hitting on both sides of his center line. The legs hit lower than the arms, making its usefulness as a jump-in dependent entirely on how ambiguous you can make it as a crossup. Can be canceled into ICPM, but only combos at certain heights.
{{!}}-
{{Description|6|text=Potemkin crosses his arms in front of him for a body splash. Massive horizontal hurtbox, hitting on both sides of his center line. The legs hit lower than the arms, making its usefulness as a jump-in dependent entirely on how ambiguous you can make it as a crossup. Can be canceled into ICPM, but only combos at certain heights.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.D</font>======
======<font style="visibility:hidden" size="0">j.D</font>======
{{MoveData
{{MoveData
|name=j.D
|name={{clr|5|j.D}}
|image=GGXRD_Potemkin_jD.png |caption=
|image=GGXRD_Potemkin_jD.png |caption=The forbidden zeppian butt-crush
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=50 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid, Air
{{!}}-
|cancel=S |roman=YRP |startup=13 |active=Until Landing |recovery=9f After Landing |frameAdv= |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|j.D}}
|description=Potemkin thrusts his arms out, hovering in the air briefly, then drops to the ground butt-first. His extended arms drastically widen his hurtbox, but his butt isn't part of it, making it more likely to clash than be anti-aired cleanly. Knocks down on ground hit, slams down on air hit,  ground bounce on counterhit that can be followed up if you hit it high up in the air or RRC it. Can be blocked while crouching.
{{!}}-
{{Description|6|text=Potemkin thrusts his arms out, hovering in the air briefly, then drops to the ground butt-first. His extended arms drastically widen his hurtbox, but his butt isn't part of it, making it more likely to clash than be anti-aired cleanly. Knocks down on ground hit, slams down on air hit,  ground bounce on counterhit that can be followed up if you hit it high up in the air or RRC it. Can be blocked while crouching.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
Line 288: Line 300:
|image=GGXRD_Potemkin_GroundThrow.png |caption=
|image=GGXRD_Potemkin_GroundThrow.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0,60 |tension=0,480 |risc=6,0 |prorate= |level=0 |guard=Ground Throw: 96250
{{!}}-
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+37 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|Ground Throw}}
|description=Potemkin channels his former self, and scoops his opponent up over his head, then slams them down like a ragdoll in front of him. This replaces his old over-the-shoulder throw, and comes with a few advantages in comparison. First and foremost, it keeps them much closer, and Potemkin recovers in time to attempt oki. Secondly, he now throws the opponent in the same direction as the lever is pressed, meaning he can more easily throw the opponent into the corner while on defense. These benefits come at a cost, and that's virtually no combo options. Can be followed in midscreen with RC 2HS>HFB>sj j.P>j.K>j.S>ICPM, and in corner RRC>6K>HFB 4x>trishula>6k>trishula>j.K JC j.HS>ICPM
{{!}}-
{{Description|6|text=Potemkin channels his former self, and scoops his opponent up over his head, then slams them down like a ragdoll in front of him. This replaces his old over-the-shoulder throw, and comes with a few advantages in comparison. First and foremost, it keeps them much closer, and Potemkin recovers in time to attempt oki. Secondly, he now throws the opponent in the same direction as the lever is pressed, meaning he can more easily throw the opponent into the corner while on defense. These benefits come at a cost, and that's virtually no combo options. Can be followed in midscreen with RC {{clr|4|2H}}>HFB>sj {{clr|1|j.P}}>{{clr|2|j.K}}>{{clr|3|j.S}}>ICPM, and in corner RRC>{{clr|2|6K}}>HFB 4x>trishula>6k>trishula>{{clr|2|j.K}} JC {{clr|4|j.H}}>ICPM


Has 65% forced prorate.
Has 65% forced prorate.
Line 302: Line 315:
|image=GGXRD_Potemkin_AirThrow.png |caption=
|image=GGXRD_Potemkin_AirThrow.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0,70 |tension=0,480 |risc=6,0 |prorate= |level=0 |guard=Air Throw: 201250
{{!}}-
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|Air Throw}}
|description=Potemkin snatches up the opponent and plays whack-a-mole with their head, slamming them sharply to the ground. You can RC and follow up with a j.D for more damage and longer knockdown.
{{!}}-
{{Description|6|text=Potemkin snatches up the opponent and plays whack-a-mole with their head, slamming them sharply to the ground. You can RC and follow up with a {{clr|5|j.D}} for more damage and longer knockdown.


Has 65% forced prorate.
Has 65% forced prorate.
Line 315: Line 329:
|image=GGXRD_Potemkin_5D.png |caption=
|image=GGXRD_Potemkin_5D.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=35 |tension=-5000 / 264 |risc=7 |prorate= |level=2 |guard=All
{{!}}-
|cancel= |roman= |startup=13 |active=5 |recovery=18 |frameAdv=-9 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|DAA}}
|description=The same animation of 5D, it wall bounces but unlike #R you cannot combo off it. Pretty generic mid hitting DA, has a dead zone up close.
{{!}}-
{{Description|6|text=The same animation of {{clr|5|5D}}, it wall bounces but unlike #R you cannot combo off it. Pretty generic mid hitting DA, has a dead zone up close.


*Fully invuln frames 1~17, throw invuln frames 18~32.
*Fully invuln frames 1~17, throw invuln frames 18~32.
Line 330: Line 345:
|image=GGXRD-R_Potemkin_BlitzAttack.png |caption=
|image=GGXRD-R_Potemkin_BlitzAttack.png |caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
{{!}}-
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
{{AttackVersion|name=Uncharged }}
{{AttackData-GGXRD-R2
{{#lsth:GGXRD-R2/Potemkin/Data|Blitz Attack }}
|header=no
{{!}}-
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
{{AttackVersion|name=Max Charge}}
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
{{#lsth:GGXRD-R2/Potemkin/Data|Blitz Attack Max Charge }}
|description=*List what the move is used for
{{!}}-
{{Description|7|text=*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
Line 348: Line 364:
{{MoveData
{{MoveData
|name=Heat Knuckle
|name=Heat Knuckle
|input=623H
|input={{clr|4|623H}}
|image=GGXRD_Potemkin_HeatKnuckle.png |caption=Heat Knuckle
|image=GGXRD_Potemkin_HeatKnuckle.png |caption=Heat Knuckle
|image2=GGXRD_Potemkin_HeatExtend.png |caption2=Heat... Extend!
|image2=GGXRD_Potemkin_HeatExtend.png |caption2=Heat... Extend!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal |damage=0, 15x2, 40 |tension=200 / 0, 60, 0x2, 2400 |risc=8, 6x3 |prorate= |level=0, 4x3 |guard=Air Unblockable Hit Grab
{{!}}-
|cancel= |roman=YRP, Extend |startup=14 |active=1 |recovery=22 |frameAdv=+14 }}
{{AttackVersion|name=Heat Knuckle |subtitle=623H}}
{{AttackData-GGXRD-R2
{{#lsth:GGXRD-R2/Potemkin/Data|623H }}
|header=no
{{!}}-
|version=Heat Extend |subtitle=Heat Knuckle > 63214H |damage=90 |tension=0 / 1920 |risc=6 |prorate= |level=4 |guard=
{{AttackVersion|name=Heat Extend |subtitle=Knuckle>63214H}}
|cancel= |roman=R |startup= |active= |recovery= |frameAdv=+53 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|Heat Knuckle > 63214H }}
|description=Heat Knuckle is Potemkin's anti-air grab. He reaches his hand up at about a 45-degree angle, and if the opponent is caught, they're locked into his hand to be set on fire. After three hits, they get blown away. In the corner, Potemkin can actually grab them with another Heat Knuckle if he's still close enough.
{{!}}-
{{Description|7|text=Heat Knuckle is Potemkin's anti-air grab. He reaches his hand up at about a 45-degree angle, and if the opponent is caught, they're locked into his hand to be set on fire. After three hits, they get blown away. In the corner, Potemkin can actually grab them with another Heat Knuckle if he's still close enough.


Heat Extend is a follow-up to Heat Knuckle, in which Potemkin channels energy into his gauntlet, then blows the opponent away with a large explosion. This adds a big chunk of damage to Heat Extend, and sends the opponent farther away, though they can still tech before they hit the ground.
Heat Extend is a follow-up to Heat Knuckle, in which Potemkin channels energy into his gauntlet, then blows the opponent away with a large explosion. This adds a big chunk of damage to Heat Extend, and sends the opponent farther away, though they can still tech before they hit the ground.
Line 370: Line 387:
{{MoveData
{{MoveData
|name=Megafist
|name=Megafist
|input=236P or 214P
|input={{clr|1|236P}} or {{clr|1|214P}}
|image=GGXRD_Potemkin_Megafist.png |caption=
|image=GGXRD_Potemkin_Megafist.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Forward |subtitle=236P |input
{{!}}-
|damage=50 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=HF
{{AttackVersion|name=Forward|subtitle=236P}}
|cancel= |roman=YRP |startup=24 |active=8 |recovery=8 |frameAdv=-4 }}
{{#lsth:GGXRD-R2/Potemkin/Data|236P }}
{{AttackData-GGXRD-R2
{{!}}-
|header=no
{{AttackVersion|name=Back|subtitle=214P}}
|version=Backward |subtitle=214P |damage=50 |tension=150 / 360 |risc=6 |prorate= |level=4 |guard=HF
{{#lsth:GGXRD-R2/Potemkin/Data|214P }}
|cancel= |roman=YRP |startup=25 |active=9 |recovery=6 |frameAdv=+4 |inv=
{{!}}-
|description=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.
{{Description|7|text=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.


Forward Mega Fist has some use as an approach, especially if YRC'd, but is very unsafe on block (guaranteed throw up close) and not even that useful on hit unless its CH or you RRC it. Meanwhile, Backwards Mega Fist is plus on block, staggers on counter hit, and has more active frames. However, this doesn't mean you can't use Forward Mega Fist in pressure, properly spaced it is good way to advance and stuff certain moves. During Danger Time mega fist becomes a lot better, since it's relatively fast overhead and leads to dust on hit.
Forward Mega Fist has some use as an approach, especially if YRC'd, but is very unsafe on block (guaranteed throw up close) and not even that useful on hit unless its CH or you RRC it. Meanwhile, Backwards Mega Fist is plus on block, staggers on counter hit, and has more active frames. However, this doesn't mean you can't use Forward Mega Fist in pressure, properly spaced it is good way to advance and stuff certain moves. During Danger Time mega fist becomes a lot better, since it's relatively fast overhead and leads to dust on hit.
Line 393: Line 410:
{{MoveData
{{MoveData
|name=Slide Head
|name=Slide Head
|input=236S
|input={{clr|3|236S}}
|image=GGXRD_Potemkin_SlideHead.png |caption= Only the shockwave is unblockable
|image=GGXRD_Potemkin_SlideHead.png |caption= Only the shockwave is unblockable
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=40, 0 |tension=200 / 360 |risc=4,4 |prorate= |level=4,4 |guard=Low, Unblockable
{{!}}-
|cancel= |roman=YRP |startup=25 |active=2(2)1 |recovery=Total: 54f |frameAdv=-11, - |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|236S}}
|description=Potemkin rears back, then slams his massive body to the ground, creating a shockwave. This attack actually has two stages. The first is Potemkin's actual body, a standard attack that hits low and knocks the opponent down if they don't block it. Once he lands, the shockwave occurs: if the opponent is on the ground when it happens, they get knocked down. In both cases, the opponent is knocked down for considerably longer than usual, giving Potemkin plenty of time to close the distance, if applicable, and set up okizeme. Note, however, that if the first attack connects, even if it's blocked, the shockwave will not occur.
{{!}}-
{{Description|6|text=Potemkin rears back, then slams his massive body to the ground, creating a shockwave. This attack actually has two stages. The first is Potemkin's actual body, a standard attack that hits low and knocks the opponent down if they don't block it. Once he lands, the shockwave occurs: if the opponent is on the ground when it happens, they get knocked down. In both cases, the opponent is knocked down for considerably longer than usual, giving Potemkin plenty of time to close the distance, if applicable, and set up okizeme. Note, however, that if the first attack connects, even if it's blocked, the shockwave will not occur.


Slide Head has some upper body invincibility as it starts up, which might be enough to get you out of a counter-poke, but don't rely on it too heavily.
Slide Head has some upper body invincibility as it starts up, which might be enough to get you out of a counter-poke, but don't rely on it too heavily.
Line 407: Line 425:
You can also time Slide Head so that the shockwave hits just as the opponent is getting up. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. You can then RC, slowing down time and extending their knockdown animation, giving you time to combo them while they're still airborne and do some big damage.
You can also time Slide Head so that the shockwave hits just as the opponent is getting up. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. You can then RC, slowing down time and extending their knockdown animation, giving you time to combo them while they're still airborne and do some big damage.


There are some exceptions to the rules for Slide Head's shockwave. Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (Slayer, Venom, Bedman, Ramlethal, etc.) Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status.
There are some exceptions to the rules for Slide Head's shockwave. Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (I-no, Ramlethal, Dizzy, Johnny, etc). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status.
  }}
  }}
}}
}}
Line 414: Line 432:
{{MoveData
{{MoveData
|name=Hammer Fall
|name=Hammer Fall
|input=[4]6H
|input={{clr|4|[4]6H}}
|image=GGXRD_Potemkin_HammerFall.png |caption=
|image=GGXRD_Potemkin_HammerFall.png |caption= The closest to a dash you'll get
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal |damage=60 |tension=375 / 720 |risc=6 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel= |roman=YRP |startup=18~31 |active=2 |recovery=33 |frameAdv=-16 }}
{{AttackVersion|name=Normal|subtitle=[4]6H}}
{{AttackData-GGXRD-R2
{{#lsth:GGXRD-R2/Potemkin/Data|[4]6H }}
|header=no
{{!}}-
|version=Brake |input=Hammer Fall > P
{{AttackVersion|name=Break|subtitle=Hammer Fall > P}}
|damage= |tension= |risc= |prorate= |level= |guard=
{{#lsth:GGXRD-R2/Potemkin/Data|Hammer Fall > P }}
|cancel= |roman=Y |startup= |active= |recovery=Total: 15f |frameAdv= |inv=
{{!}}-
|description=Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, arms spread, then smashes them together once he's in range of the opponent. He 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'.
{{Description|7|text=Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, arms spread, then smashes them together once he's in range of the opponent. He 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'.


Unsafe on block, you should be really careful to throw this move out without meter to yrc/rrc. Also has some utility in combos, as it causes float on hit, and has long untechable time in counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting Punch during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you to, for example:
Unsafe on block, you should be really careful to throw this move out without meter to yrc/rrc. Also has some utility in combos, as it causes float on hit, and has long untechable time in counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting Punch during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you to, for example:
*Absorb the hit of an obvious attack with long recovery, Brake, and punish.
*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/continue pressure.
*Cancel into Hammerfall during a block string, stop early, and tick grab/punish escape/continue pressure.
*Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)
*Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after {{clr|4|2H}} or cornered {{clr|2|6K}}s!)


  }}
  }}
Line 438: Line 456:
{{MoveData
{{MoveData
|name=F.D.B.
|name=F.D.B.
|input=63214S
|input={{clr|3|63214S}}
|image=GGXRD_Potemkin_FDB.png
|image=GGXRD_Potemkin_FDB.png
|image2=GGXRD_Potemkin_FDB2.png |caption=
|image2=GGXRD_Potemkin_FDB2.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Flick |input
{{!}}-
|damage=40 |tension=150 / 600 |risc=6 |prorate= |level=3 |guard=Mid
{{AttackVersion|name=Flick }}
|cancel= |roman=YRP |startup=19 |active=3 |recovery=12 |frameAdv=+2 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|63214S }}
|description=Flick Dat Back! 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 suggestions, and can stagger opponents on hit or keep you safe on block. Its faster startup compared to previous games creates new opportunities for combos on the ground, especially after 6K.
{{!}}-
{{Description|7|text=Flick Dat Back! 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 suggestions, and can stagger opponents on hit or keep you safe on block. Its faster startup compared to previous games creates new opportunities for combos on the ground, especially after {{clr|2|6K}}.


*You can hold button to delay flick.
*You can hold button to delay flick.
  }}
  }}
{{AttackData-GGXRD-R2
{{!}}-
|header=no
{{AttackVersion|name=Reflected }}
|version=Reflect |input
{{#lsth:GGXRD-R2/Potemkin/Data|Reflect Projectile }}
|damage=16 |tension=0 / 120 |risc=7 |prorate= |level=2 |guard=All
{{!}}-
|cancel= |roman= |startup=2 |active=150 |recovery=Total: 22f |frameAdv= |inv=
{{Description|7|text=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 recovery ''significantly'' faster, allowing him to capitalize on this new pressure he's created.
|description=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 recovery ''significantly'' faster, allowing him to capitalize on this new pressure he's created.


*If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
*If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
Line 464: Line 482:
{{MoveData
{{MoveData
|name=Potemkin Buster
|name=Potemkin Buster
|input=632146P
|input={{clr|1|632146P}}
|image=GGXRD_Potemkin_PotemkinBuster.png
|image=GGXRD_Potemkin_PotemkinBuster.png |caption=Don't let them see this
|image2=GGXRD_Potemkin_PotemkinBuster2.png |caption=
|image2=GGXRD_Potemkin_PotemkinBuster2.png |caption2=Show them this instead
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0, 150, 0 |tension=0 / 1440 |risc=6, 0, 15 |prorate= |level=0 |guard=Ground Throw: 308000
{{!}}-
|cancel= |roman=RP |startup=3 |active=1 |recovery=40f whiff |frameAdv=+62 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|632146P}}
|description=Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. He pulls the opponent up, hoists them over his head, then leaps into the air and slams them down before throwing them aside. Deals high damage, has deceptively long reach and incredibly fast startup.
{{!}}-
{{Description|6|text=Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. He pulls the opponent up, hoists them over his head, then leaps into the air and slams them down before throwing them aside. Deals high damage, has deceptively long reach and incredibly fast startup.


If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit j.H late, then follow up on the ground with something like c.S > f.S > Heat Knuckle, or a 6K loop if in the corner.
If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit {{clr|4|j.H}} late, then follow up on the ground with something like {{clr|3|c.S}} > {{clr|3|f.S}} > Heat Knuckle, or a {{clr|2|6K}} loop if in the corner.


Throw invulnerable frames 1-3. 50% forced prorate.
Throw invulnerable frames 1-2, Full invulnerable 3-5. 50% forced prorate.
  }}
  }}
}}
}}
Line 482: Line 501:
{{MoveData
{{MoveData
|name=Trishula
|name=Trishula
|input=214K
|input={{clr|2|214K}}
|image=GGXRD_Potemkin_Trishula.png
|image=GGXRD_Potemkin_Trishula.png
|imageSize=175x300px |caption=
|imageSize=175x300px |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=48 |tension=200 / 600 |risc=7 |prorate= |level=2 |guard=Mid
{{!}}-
|cancel= |roman=YRP |startup=25 |active=15 |recovery=18 |frameAdv=-6 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|214K}}
|description=Potemkin's new grounded special move, he hunkers down and trembles briefly before exploding in a pillar of fire. Has high vertical reach, but almost none horizontally. Launches the opponent on hit and also pulls them slightly inward, with time to air combo (usually with superjump j.P > j.K > j.S > ICPM), CH hit near corner grants 6HS combo route. Mostly used as combo tool or catching really obvious air approaches.  Potemkin is in counter hit state during the moves recovery frames.
{{!}}-
{{Description|6|text=Potemkin's new grounded special move, he hunkers down and trembles briefly before exploding in a pillar of fire. Has high vertical reach, but almost none horizontally. Launches the opponent on hit and also pulls them slightly inward, with time to air combo (usually with superjump {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > ICPM), CH hit near corner grants {{clr|4|6H}} combo route. Mostly used as combo tool or catching really obvious air approaches.  Potemkin is in counter hit state during the moves recovery frames.


Absorbs projectiles while starting up, and has upper body invulnerability to boot.
Absorbs projectiles while starting up, and has upper body invulnerability to boot.
Line 500: Line 520:
{{MoveData
{{MoveData
|name=I.C.P.M
|name=I.C.P.M
|input=j.41236H
|input={{clr|4|j.41236H}}
|image=GGXRD_Potemkin_ICPM.png |caption=
|image=GGXRD_Potemkin_ICPM.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0, 70 |tension=240 / 720 |risc=7, 6 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel= |roman=YRP |startup=16 |active=Until landing |recovery=29 after landing |frameAdv=- |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|j.41236H}}
|description=Potemkin's new aerial special move, he tightens up as if standing at attention and propels himself through the air in an arc, leaving a trail of smoke in his wake. The move is active until Potemkin hits the ground. If he hits the 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 stunned there briefly before recovering, very unsafe on block/whiff.
{{!}}-
{{Description|6|text=Potemkin's new aerial special move, he tightens up as if standing at attention and propels himself through the air in an arc, leaving a trail of smoke in his wake. The move is active until Potemkin hits the ground. If he hits the 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 stunned there briefly before recovering, very unsafe on block/whiff.
*As of 2.10, can combo after on RC


Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing.
Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing.
Line 519: Line 541:
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
Line 525: Line 547:
{{MoveData
{{MoveData
|name=Heavenly Potemkin Buster
|name=Heavenly Potemkin Buster
|input=236236S
|input={{clr|3|236236S}}<br/>({{clr|5|236236D}})
|image=GGXRD_Potemkin_HeavenlyPotemkinBuster.png
|image=GGXRD_Potemkin_HeavenlyPotemkinBuster.png
|image2=GGXRD_Potemkin_HeavenlyPotemkinBuster2.png
|image2=GGXRD_Potemkin_HeavenlyPotemkinBuster2.png
|image3=GGXRD_Potemkin_HeavenlyPotemkinBuster3.png |caption=
|image3=GGXRD_Potemkin_HeavenlyPotemkinBuster3.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0,170,0 |tension=-5000 / 0 |risc=6 |prorate= |level=4 |guard=Air Unblockable
{{!}}-
|cancel= |roman=YRP |startup=12+1 |active=15 |recovery=10 |frameAdv=+56 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|236236S}}
|description=Another anti-air grab. This time, Potemkin launches his entire body upward at about a 45-degree angle. If he catches the opponent, a cinematic plays in which he rotates up and presses the opponent to his shoulders, cuing a pan over the opponent's terrified/bemused/enraged face, before rotating back to normal and smashing them back to the ground. 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 teching or jump-outs. Corner HPB>RRC>6HS>xx leads to huge ammounts of damage.
{{!}}-
{{Description|6|text=Another anti-air grab. This time, Potemkin launches his entire body upward at about a 45-degree angle. If he catches the opponent, a cinematic plays in which he rotates up and presses the opponent to his shoulders, cuing a pan over the opponent's terrified/bemused/enraged face, before rotating back to normal and smashing them back to the ground. 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 teching or jump-outs. Corner HPB>RRC>{{clr|4|6H}}>xx leads to huge ammounts of damage.


Fully invuln frames 1-15. Throw invincible for duration.
Fully invuln frames 1-12. Throw invincible for duration.
  }}
  }}
}}
}}
Line 542: Line 565:
{{MoveData
{{MoveData
|name=Giganter EX
|name=Giganter EX
|input=632146H
|input={{clr|4|632146H}}
|image=GGXRD_Potemkin_GiganterEX.png |caption=AEGIS REFLECTOR
|image=GGXRD_Potemkin_GiganterEX.png |caption=AEGIS REFLECTOR
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=30 |tension=-5000 / 0 |risc=10 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel= |roman=YRP, Blid |startup=9+8 |active=48 |recovery=Total: 50f |frameAdv=0 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|632146H}}
|description=Potemkin rips the air apart like Hulk Hogan's tanktop, creating 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.
{{!}}-
{{Description|6|text=Potemkin rips the air apart like Hulk Hogan's tanktop, creating 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.


Fully invuln frames 1-9.
Fully invuln frames 1-9.
Line 557: Line 581:
{{MoveData
{{MoveData
|name=Gigantic Blid EX
|name=Gigantic Blid EX
|input=Giganter EX > 4123641236P
|input=Giganter EX > {{clr|1|4123641236P}}
|image=GGXRD_Potemkin_GiganticBlidEX.png |caption=
|image=GGXRD_Potemkin_GiganticBlidEX.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=145 |tension=0 / 0 |risc=10 |prorate= |level=4 |guard=Mid
{{!}}-
|cancel= |roman=YRP |startup=49 |active=24 |recovery=17 |frameAdv=-22 |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|Giganter Kai > 4123641236P}}
|description=The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before rapidly launching himself forward. 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 Blid an interesting one: do you go for the upfront damage and potential follow-up damage, or go for the dizzy and reset into an even more damaging combo?
{{!}}-
{{Description|6|text=The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before rapidly launching himself forward. 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 Blid an interesting one: do you 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 your opponent's current healthbar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Blid only offers the opportunity to follow up if you're in or very near the corner.
The core factor for deciding which to use is your opponent's current healthbar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Blid only offers the opportunity to follow up if you're in or very near the corner.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
{{MoveData
{{MoveData
|name=Infernal Tour
|name=Infernal Tour
|input=in IK mode: 236236H
|input=in IK mode: {{clr|4|236236H}}
|image=GGXRD_Potemkin_InfernalTour.png |caption=
|image=GGXRD_Potemkin_InfernalTour.png |caption=
|image2=GGXRD_Potemkin_InfernalTour2.png |caption2=
|image2=GGXRD_Potemkin_InfernalTour2.png |caption2=
|image3=GGXRD_Potemkin_InfernalTour3.png |caption3=
|image3=GGXRD_Potemkin_InfernalTour3.png |caption3=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=DESTROY |tension= |risc=6 |prorate= |level=0 |guard=Unblockable Hit Grab: 230000
{{!}}-
|cancel= |roman= |startup=9+8[5+6] |active=3 |recovery=Total: 62 |frameAdv= |inv=
{{#lsth:GGXRD-R2/Potemkin/Data|IK}}
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
{{!}}-
{{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
Cannot be re-blitzed like other IK's. Much cooler than Magnum Opera.
Cannot be re-blitzed like other IK's. Much cooler than Magnum Opera.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Potemkin|Roadmap]]==
{{CharLinks
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Potemkin}}
|charMainPage=GGXRD-R2/Potemkin
==Navigation==
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_PO.html
{{#lsth:GGXRD-R2/Potemkin/Data|Links}}
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/282-potemkin/
{{notice|To edit frame data, edit values in [[GGXRD-R2/Potemkin/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category: Guilty Gear Xrd REV 2]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Potemkin]]
[[Category:Potemkin]]

Revision as of 23:55, 20 December 2019

Potemkin
GGXRD-R Potemkin Portrait.png
Movement Options
Double Jump, Hammerfall (armored movement special)

Overview

Potemkin is Guilty Gear's mainstay grappler. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punish their reaction or lack thereof.

Lore:He was a former slave in the empire of Zepp, and was a supporter of the democratic revolution that took place. He is currently a member of Zepp's elite presidential guard. Despite his appearance, Potemkin is actually a very intelligent calculating individual who dislikes fighting, only doing it when absolutely necessary. He is also generally kind to others, and is capable of keeping his patience even when the person he's speaking to isn't being necessarily friendly.
Voice:Takashi Kondou

 Potemkin  Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punish their reaction or lack thereof.

Pros
Cons
  • Long-range normals with relatively high single-hit damage.
  • Extremely Fast command grab with great range.
  • Damaging conversions off corner hits or Potemkin Buster.
  • Above average stun output. Can easily stun Dizzy and Raven off of one counterhit 6H.
  • Highly invincible backdash.
  • The highest effective health in the game. Potemkin has a defense modifier of 0.93.
  • The highest stun resistance in the game. Potemkin is practically impossible to stun.
  • Hammerfall > YRC > Potemkin Buster.
  • F.D.B and Slidehead allow Potemkin to deal with zoning.
  • Very poor mobility. Makes approaching very difficult.
  • Few options for dealing with opponent's pressure.
  • Very long startup on most normals.
  • Big hurtbox which extends further during most normals.
  • Very situational overdrives.
  • 5f jump startup.


Normal Moves

5P
5P
GGXRD Potemkin 5P.png
Excuse me, gotta scrath my nose
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11 Mid 5 5 6 1 1 6 7 CSJ 144
GGXRD Potemkin 5P.png
GGXRD Potemkin 5P hitbox1.pngGGXRD Potemkin 5P hitbox2.png
can whiff cancel into 5P,2P,5K,2K from frame 8

A reasonably fast jab. In Xrd, the punching animation is much higher than previous games, causing it to whiff on crouchers. Because of this, and 2P's improved speed, 5P is probably best used as an anti-air, or whiffing to set up a Potemkin Buster.

5K
5K
GGXRD Potemkin 5K.png
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 Low 10 9 9 -4 2 10 7 SJ 264
GGXRD Potemkin 5K.png
GGXRD Potemkin 5K hitbox.png

A subtle step-kick. Hits low, and has lots of active frames to work with, making it really easy to hit meaty on oki.

c.S
c.S
GGXRD Potemkin cS.png
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 8 3 11 -1 2 10 7 SJ 264
GGXRD Potemkin cS.png
GGXRD Potemkin cS hitbox.png

Potemkin's close Slash is reasonably well-suited to its task, with acceptable startup and good active frames. Commonly used as combo filler, after a 5P/2P or jump-in. Leads into all of his combo-extending attacks like f.S, 2S, 6K, etc. Can also be jump-canceled into basic air combos ending in ICPM. Can also be used to setup tick grabs.

f.S
f.S
GGXRD Potemkin fS.png
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 11 7 18 -11 2 10 7 SJ 264
GGXRD Potemkin fS.png
GGXRD Potemkin fS hitbox1.pngGGXRD Potemkin fS hitbox2.png

A long-range poke with a slight upward angle. Slow startup and recovery, but good range and follow-up options. Use it to control space, stop jump-outs, halt IADs, or to setup tricks like canceling into Slide Head or approaching with Hammerfall.

5H
5H
GGXRD Potemkin 5H.png
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
55 Mid 15 7 16 -4 4 20 6 S 384
GGXRD Potemkin 5H.png
The long arm of Zeppian Law
GGXRD Potemkin 5H hitbox1.pngGGXRD Potemkin 5H hitbox2.png


A long horizontal chop, reaching over a good portion of the screen. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with Hammerfall. Close hit guarantees hammerfall follow up. On CH you can follow up with hammerfall from any range, keep in mind that hammerfall has a tendency to whiff if you do it from absolute max range or around mid range of CH 5H hit.

6P
6P
GGXRD Potemkin 6P.png
Praying it counter hits
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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 Mid 11 7 19 -9 3 14 5 384 1~4F Upper body
5~12F Above Knees
GGXRD Potemkin 6P.png
GGXRD Potemkin 6P 1 hitbox.pngGGXRD Potemkin 6P hitbox.png
float opponent on hit, normal hit untechable for 30f, counter hit untechable for 39f


Your go-to anti-air. Potemkin sits down and claps his big metal hands in front of his face. It has impressive upper-body invulnerability and a sizable hitbox, which is good because this attack is really only any good when it counter hits, allowing you to follow-up with things like 5S/5H > Heat, j.P > j.K > j.S > ICPM or 6k loops in corner etc. Without a counter hit, the poor recovery and lack of cancel options means you cannot do any guaranteed follow ups.

Upper body invuln frames 1~22.

6K
6K
GGXRD Potemkin 6K.png
DAB ON EM
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
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 16 8 20 -9 4 20 6 S 384
GGXRD Potemkin 6K.png
GGXRD Potemkin 6K hitbox.png
Blows opponent away on airhit
Wallstick(normal hit 36F/counter hit 72F)
Ground counter hit staggers opponent. max: 29F
Stagger recovery lv 1/2/3/max: 20/17/14/14F

A lunging shoulder tackle. Potemkin clears a surprising amount of space in a short amount of time with this move, and it has enough blockstun to make canceling it into Hammerfall Brake positive on block. Speaking of which, get used to canceling this into Hammerfall Brake, because you'll be doing it a lot for pressure and combos alike.

  • On air hit, causes approximately 36f of wallsplat.
6H
6H
GGXRD Potemkin 6H.png
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
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80 Mid 23 5 30 -16 4 20 6 S 384
GGXRD Potemkin 6H.png
GGXRD Potemkin 6H hitbox.png
Blows opponent away on hit(knockdown)
Counter hit roll for 82F
Stun value: 120

Potemkin rears back, then throws his upper body forward with a massive double punch. His longest reaching normal, and also his most damaging. Good as a combo starter in the corner, but mostly you'll use it to cover screen space and assert dominance, forcing your opponent to block while you approach with Hammerfall or go for a Slide Head.

  • On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
  • Counter hit blows opponent away and causes them to tumble on the ground for XX frames. The opponent is treated as airborne for followups.
5D
5D
GGXRD Potemkin 5D.png
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 High 27 2(2)2(2)2 8 +1 4 20 20 384 Initial: 80%
GGXRD Potemkin 5D.png
Do not get hit by this
GGXRD Potemkin 5D hitbox.png
Maximum 1 Hit


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 > 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.

A trick you can do with the move to make it less obvious is to Trishula > YRC > 5D to hide the orange animation

80% initial prorate.

2P
2P
GGXRD Potemkin 2P.png
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 6 4 6 ±0 0 3 8 CS 144
GGXRD Potemkin 2P.png
How to win round start
GGXRD Potemkin 2P hitbox.png
can be self-canceled into 2P from frame 14

Potemkin kneels down and pokes forward with both arms at an angle. Short reach and low hitbox, but decent speed and cancel options. The new go-to poke against over 5P for grounded opponents, due to the height difference.

2K
2K
GGXRD Potemkin 2K.png
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Low 7 4 14 -6 1 6 7 S 264
GGXRD Potemkin 2K.png
GGXRD Potemkin 2K hitbox.png

Potemkin swings his arms back and extends his leg for a mid-range kick. Faster than 5K and better range, making it more desirable in neutral while 5K remains preferable for oki. Cancels into slash attacks, but unfortunately 2S won't combo, so you need to be relatively close to get good followups like c.S/f.S > 2S > etc.

2S
2S
GGXRD Potemkin 2S.png
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 14 3 20 -6 3 14 6 S 384
GGXRD Potemkin 2S.png
GGXRD Potemkin 2S hitbox.png
stagger opponent on CH. Max Duration 29f
Stagger recovery lv 1/2/3/max: 21/18/14/14F

A crouching back-hand swing with great reach. Unfortunately it lost its vacuum effect from AC, but 6K's ability to close the distance makes up for this somewhat. Primarily grounded combo filler now, though smart use can net you big damage since it causes stagger on counter hit.

2H
2H
GGXRD Potemkin 2H.png
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Mid 13 5 35 -21 4 20 6 S 384
GGXRD Potemkin 2H.png
GGXRD Potemkin 2H hitbox.png
Floats opponent on hit
Normal hit untechable for 30f, Counter hit knockdown.
Stun value: 82

Potemkin thrusts his fist way into the air with a beefy uppercut. Controls a massive amount of vertical space. Substantial untechable time on regular hit, but it really shines on counter-hit, preventing the opponent from teching at all until they hit the dirt, allowing for massive damage potential.

2D
2D
GGXRD Potemkin 2D.png
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Low 12 5 14 -2 3 14 6 384
GGXRD Potemkin 2D.png
This knocked down? Congrats. You can start winning now.
GGXRD Potemkin 2D hitbox.png

Potemkin turns on his heel to deliver a long-range sweep. Low, with decent startup considering its reach. Though negative on block, its range means you're unlikely to be punished even up close, and gives it some viability as a tick grab setup. Can also be used on oki when you're too far away for 5K but still want to tag the opponent with a low. But in general you're better off only using this on grounded combos for the knockdown, and sticking with Hammerfall cancels for pressure.

j.P
j.P
GGXRD Potemkin jP.png
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High / Air 7 6 6 0 3 8 CS 144
GGXRD Potemkin jP.png
GGXRD Potemkin jP hitbox.png

A quick elbow jab. Potemkin bunches up into a ball for this one, shrinking his hurtbox somewhat, but not enough to make a huge difference. Cancels into itself and all his other aerial attacks, and is a good choice for air-to-air combat. If the opponent blocks, keep pressing it until you both land and you can set up pressure or go straight for a grab. Additionally, since j.S gatlings back into j.P, you can use j.S as a jump-in, cancel into j.P if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).

j.K
j.K
GGXRD Potemkin jK.png
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 High / Air 10 8 13 2 10 7 SJ 264
GGXRD Potemkin jK.png
GGXRD Potemkin jK hitbox.png

A Mario-esque jumping kick. Also like Mario, Potemkin can bounce off his opponents with this, since it's his only aerial attack that can be jump canceled. Since it has hitboxes on both feet, it can be used for ambiguous crossups on oki or after double-jumps.

j.S
j.S
GGXRD Potemkin jS.png
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 High / Air 13 6 23 2 10 7 S 264
GGXRD Potemkin jS.png
GGXRD Potemkin jS hitbox.pngGGXRD Potemkin jS 2 hitbox.png
Staggers opponent on ground counter hit. Max duration 29f
Stagger recovery lv 1/2/3/max: 23/20/17/14F

An overhead hammer swing with both fists. Covers a good amount of space, going from slightly above to well below Potemkin as the active frames complete. Desirable as a jump-in for its hitbox, its ability to cancel into j.P for grab setups, and the fact that it staggers grounded opponents on counter hit, allowing combos directly into Potemkin Buster (or anything else you might want to try). Air counter hits provide pretty decent untechable time, allowing you to combo into Heat Knuckle after landing, depending on the height.

j.H
j.H
GGXRD Potemkin jH.png
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 High / Air 12 6 16 3 14 6 S 384
GGXRD Potemkin jH.png
GGXRD Potemkin jH hitbox.png

Potemkin crosses his arms in front of him for a body splash. Massive horizontal hurtbox, hitting on both sides of his center line. The legs hit lower than the arms, making its usefulness as a jump-in dependent entirely on how ambiguous you can make it as a crossup. Can be canceled into ICPM, but only combos at certain heights.

j.D
j.D
GGXRD Potemkin jD.png
The forbidden zeppian butt-crush
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 All 13 Until Grounded 9 After Landing 3 14 6 S 384
GGXRD Potemkin jD.png
GGXRD Potemkin jD hitbox.png
in counter hit state on recovery
Knocks down opponent on hit.
Ground Bounce on counterhit

Potemkin thrusts his arms out, hovering in the air briefly, then drops to the ground butt-first. His extended arms drastically widen his hurtbox, but his butt isn't part of it, making it more likely to clash than be anti-aired cleanly. Knocks down on ground hit, slams down on air hit, ground bounce on counterhit that can be followed up if you hit it high up in the air or RRC it. Can be blocked while crouching.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Potemkin GroundThrow.png
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
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Ground Throw: 96250 1 +37 0 NA 6,0 0,480 Forced: 65%
GGXRD Potemkin GroundThrow.png
Stun value: 30

Potemkin channels his former self, and scoops his opponent up over his head, then slams them down like a ragdoll in front of him. This replaces his old over-the-shoulder throw, and comes with a few advantages in comparison. First and foremost, it keeps them much closer, and Potemkin recovers in time to attempt oki. Secondly, he now throws the opponent in the same direction as the lever is pressed, meaning he can more easily throw the opponent into the corner while on defense. These benefits come at a cost, and that's virtually no combo options. Can be followed in midscreen with RC 2H>HFB>sj j.P>j.K>j.S>ICPM, and in corner RRC>6K>HFB 4x>trishula>6k>trishula>j.K JC j.H>ICPM

Has 65% forced prorate.

Air Throw
Air Throw
GGXRD Potemkin AirThrow.png
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,70 Air Throw: 201250 1 0 NA 6,0 0,480 Forced: 65%
GGXRD Potemkin AirThrow.png
Stun value: 35

Potemkin snatches up the opponent and plays whack-a-mole with their head, slamming them sharply to the ground. You can RC and follow up with a j.D for more damage and longer knockdown.

Has 65% forced prorate.

Dead Angle Attack
Dead Angle Attack
GGXRD Potemkin 5D.png
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
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 All 13 5 18 -9 2 10 7 -5000 / 264 Initial: 50% 1~17 Full
18~32 Throw
GGXRD Potemkin 5D.png
GGXRD Potemkin 5D hitbox.png
Blows opponent away on hit + wall bounce
CH recovery state

The same animation of 5D, it wall bounces but unlike #R you cannot combo off it. Pretty generic mid hitting DA, has a dead zone up close.

  • Fully invuln frames 1~17, throw invuln frames 18~32.
  • CH recovery state.
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Potemkin BlitzAttack.png
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 Initial: 55% 1~Button release: Blitz
GGXRD-R Potemkin BlitzAttack.png
GGXRD-R Potemkin BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 1~50: Blitz
GGXRD-R Potemkin BlitzAttack.png
GGXRD-R Potemkin BlitzAttack hitbox.png
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
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Heat Knuckle
Heat Knuckle
623H
GGXRD Potemkin HeatKnuckle.png
Heat Knuckle
GGXRD Potemkin HeatExtend.png
Heat... Extend!
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
Heat Knuckle
623H


623H
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,15×2,40 Unblockable Hit Grab 12 2 21 +14 0,4×3 NA 8,6×3 200 / 0,600×2,2400
GGXRD Potemkin HeatKnuckle.png
Heat Knuckle
GGXRD Potemkin HeatKnuckle hitbox.png
Frame Adv listed is on hit
Heat Extend
Knuckle>63214H


Heat Knuckle > 63214H
→Heat Extend
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
90 +53 4 NA 6 0 / 1440
GGXRD Potemkin HeatExtend.png
Heat... Extend!
Frame Adv listed is on hit

Heat Knuckle is Potemkin's anti-air grab. He reaches his hand up at about a 45-degree angle, and if the opponent is caught, they're locked into his hand to be set on fire. After three hits, they get blown away. In the corner, Potemkin can actually grab them with another Heat Knuckle if he's still close enough.

Heat Extend is a follow-up to Heat Knuckle, in which Potemkin channels energy into his gauntlet, then blows the opponent away with a large explosion. This adds a big chunk of damage to Heat Extend, and sends the opponent farther away, though they can still tech before they hit the ground.

Since Heat Knuckle always sends the opponent away, there's no reason not to use Heat Extend except in rare instances where you can combo Heat Knuckle into itself.

Megafist
Megafist
236P or 214P
GGXRD Potemkin Megafist.png
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
Forward
236P


236P
Mega Fist Forward
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 High / Air 24 8 8 -4 2 10 7 150 / 360 1~39 Lower Body
GGXRD Potemkin Megafist.png
GGXRD Potemkin Megafist hitbox1.pngGGXRD Potemkin Megafist hitbox2.png
3F onwards Airborne
Back
214P


214P
Mega Fist Backward
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 High / Air 25 9 6 +4 4 20 6 150 / 360 1~39 Lower Body
GGXRD Potemkin Megafist.png
Also known as a Potemkin Buster misinput
GGXRD Potemkin Megafist hitbox1.pngGGXRD Potemkin Megafist hitbox2.png
5F onwards Airborne

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.

Forward Mega Fist has some use as an approach, especially if YRC'd, but is very unsafe on block (guaranteed throw up close) and not even that useful on hit unless its CH or you RRC it. Meanwhile, Backwards Mega Fist is plus on block, staggers on counter hit, and has more active frames. However, this doesn't mean you can't use Forward Mega Fist in pressure, properly spaced it is good way to advance and stuff certain moves. During Danger Time mega fist becomes a lot better, since it's relatively fast overhead and leads to dust on hit.

Forward: Lower body invuln frames 1~39, airborne from frame 3 onward. Backward: Lower body invuln frames 1~39, airborne from frame 5 onward.

Slide Head
Slide Head
236S
GGXRD Potemkin SlideHead.png
Only the shockwave is unblockable
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
236S
Slide Head
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40[0] Low[Unblockable] 25[29] 2[1] Total 54 -11 4[4] 20 [NA] 6 200 / 360 1-16 Above Knees
GGXRD Potemkin SlideHead.png
Only the shockwave is unblockable
GGXRD Potemkin SlideHead hitbox1.pngGGXRD Potemkin SlideHead hitbox2.png
Low hitbox • Hitbox extends fullscreen on both sides
[ ] Indicates when opponent is not near Potemkin. Slidehead shockwave is considered a projectile and can be blitzed and flicked back by potemkin

Potemkin rears back, then slams his massive body to the ground, creating a shockwave. This attack actually has two stages. The first is Potemkin's actual body, a standard attack that hits low and knocks the opponent down if they don't block it. Once he lands, the shockwave occurs: if the opponent is on the ground when it happens, they get knocked down. In both cases, the opponent is knocked down for considerably longer than usual, giving Potemkin plenty of time to close the distance, if applicable, and set up okizeme. Note, however, that if the first attack connects, even if it's blocked, the shockwave will not occur.

Slide Head has some upper body invincibility as it starts up, which might be enough to get you out of a counter-poke, but don't rely on it too heavily.

There is also a window in which Potemkin can hit the ground and create the shockwave effects, but then YRC before the actual shockwave occurs. Great if you're trying to scare the opponent into jumping.

You can also time Slide Head so that the shockwave hits just as the opponent is getting up. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. You can then RC, slowing down time and extending their knockdown animation, giving you time to combo them while they're still airborne and do some big damage.

There are some exceptions to the rules for Slide Head's shockwave. Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (I-no, Ramlethal, Dizzy, Johnny, etc). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status.

Hammer Fall
Hammer Fall
[4]6H
GGXRD Potemkin HammerFall.png
The closest to a dash you'll get
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
Normal
[4]6H


[4]6H
Hammer Fall
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Mid 18[31] 2 33 -16 4 20 6 375 / 720 1~Super Armor
GGXRD Potemkin HammerFall.png
The closest to a dash you'll get
GGXRD Potemkin HammerFall hitbox.png
[ ] Indicates slowest
30 frames charge required
can be cancelled to Hammer Fall Brake after first frame
Break
Hammer Fall > P


Hammer Fall > P
Hammer Fall Brake
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 15
GGXRD-R2 Potemkin (4)6H-P.png
GGXRD-R2 Potemkin (4)6H-P hitbox.png

Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, arms spread, then smashes them together once he's in range of the opponent. He 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'.

Unsafe on block, you should be really careful to throw this move out without meter to yrc/rrc. Also has some utility in combos, as it causes float on hit, and has long untechable time in counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting Punch during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you 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/continue pressure.
  • Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)
F.D.B.
F.D.B.
63214S
GGXRD Potemkin FDB.png
GGXRD Potemkin FDB2.png
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
Flick


63214S
F.D.B.
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 19 3 12 +2 3 14 6 150 / 600 4~18 Reflect
GGXRD Potemkin FDB.png
Your fireball? ...My fireball.
GGXRD Potemkin FDB hitbox.png
If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.

Flick Dat Back! 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 suggestions, and can stagger opponents on hit or keep you safe on block. Its faster startup compared to previous games creates new opportunities for combos on the ground, especially after 6K.

  • You can hold button to delay flick.
Reflected


Reflect Projectile
F.D.B. Projectile
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 All 2 150 Total 22 2 10 7 0 / 120 1~22 Strike
GGXRD Potemkin FDB2.png
GGXRD Potemkin FDB2 hitbox.png
Reflected projectile
Projectile will destroy other normal projectiles on contact
Air hit is untechable
Ground hit causes short stagger

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

  • If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
Potemkin Buster
Potemkin Buster
632146P
GGXRD Potemkin PotemkinBuster.png
Don't let them see this
GGXRD Potemkin PotemkinBuster2.png
Show them this instead
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
632146P
Potemkin Buster
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,150,0 Ground Throw: 308000 3 Total 40 +62 0 NA 6,0,15 0 / 1440 Forced: 50% 1~2 Throw
3~5 All
GGXRD Potemkin PotemkinBuster.pngGGXRD Potemkin PotemkinBuster2.png
Don't let them see this • Show them this instead
GGXRD Potemkin PotemkinBuster hitbox.png
Stun value: 70


Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. He pulls the opponent up, hoists them over his head, then leaps into the air and slams them down before throwing them aside. Deals high damage, has deceptively long reach and incredibly fast startup.

If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit j.H late, then follow up on the ground with something like c.S > f.S > Heat Knuckle, or a 6K loop if in the corner.

Throw invulnerable frames 1-2, Full invulnerable 3-5. 50% forced prorate.

Trishula
Trishula
214K
GGXRD Potemkin Trishula.png
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
214K
Trishula
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
48 Mid 25 15 18 -6 2 10 7 200 / 600 Forced: 80% 1~39 Above Knees
GGXRD Potemkin Trishula.png
Very committal anti air
GGXRD Potemkin Trishula hitbox1.pngGGXRD Potemkin Trishula hitbox2.pngGGXRD Potemkin Trishula hitbox3.png
In counter hit state for the recovery

Potemkin's new grounded special move, he hunkers down and trembles briefly before exploding in a pillar of fire. Has high vertical reach, but almost none horizontally. Launches the opponent on hit and also pulls them slightly inward, with time to air combo (usually with superjump j.P > j.K > j.S > ICPM), CH hit near corner grants 6H combo route. Mostly used as combo tool or catching really obvious air approaches. Potemkin is in counter hit state during the moves recovery frames.

Absorbs projectiles while starting up, and has upper body invulnerability to boot.

Invincible above the knees frames 1-39. 80% forced prorate.

I.C.P.M
I.C.P.M
j.41236H
GGXRD Potemkin ICPM.png
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
j.41236H
I.C.P.M.
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Mid 13 Until Landing 29 4 20 7,6 240 / 720
GGXRD Potemkin ICPM.png
Hit the gym enough and you too can be classified as a WMD
GGXRD Potemkin ICPM hitbox1.pngGGXRD Potemkin ICPM hitbox2.pngGGXRD Potemkin ICPM hitbox3.pngGGXRD Potemkin ICPM hitbox4.png
Frame advantage on hit is +37F
Frame advantage on OTG hit is +11F


Potemkin's new aerial special move, he tightens up as if standing at attention and propels himself through the air in an arc, leaving a trail of smoke in his wake. The move is active until Potemkin hits the ground. If he hits the 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 stunned there briefly before recovering, very unsafe on block/whiff.

  • As of 2.10, can combo after on RC

Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing.

  • 20F: Venom
  • 22F: Ky
  • 23F: Potemkin, Bedman
  • 24F: Sol, May, Millia, Zato, Faust, Axl, Ramlethal
  • 25F: Slayer
  • 26F: Elphelt
  • 27F: Leo
  • 29F: Chipp, Sin


Overdrives

Heavenly Potemkin Buster
Heavenly Potemkin Buster
236236S
(236236D)
GGXRD Potemkin HeavenlyPotemkinBuster.png
GGXRD Potemkin HeavenlyPotemkinBuster2.png
GGXRD Potemkin HeavenlyPotemkinBuster3.png
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
236236S
Heavenly Potemkin Buster
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,170,0
[0,212,0]
Unblockable 10+1 15 10 +56 4 NA 6 -5000 / 0 1~12 Full
13~25 Throw & Upper Body
GGXRD Potemkin HeavenlyPotemkinBuster.pngGGXRD Potemkin HeavenlyPotemkinBuster3.png
GGXRD Potemkin HeavenlyPotemkinBuster hitbox.png
Values in [ ] are for Burst version
Stun value: 85 [170]
Minimum damage: 20% [50%]


Another anti-air grab. This time, Potemkin launches his entire body upward at about a 45-degree angle. If he catches the opponent, a cinematic plays in which he rotates up and presses the opponent to his shoulders, cuing a pan over the opponent's terrified/bemused/enraged face, before rotating back to normal and smashing them back to the ground. 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 teching or jump-outs. Corner HPB>RRC>6H>xx leads to huge ammounts of damage.

Fully invuln frames 1-12. Throw invincible for duration.

Giganter EX
Giganter EX
632146H
GGXRD Potemkin GiganterEX.png
AEGIS REFLECTOR
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
632146H
Giganter Kai
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 9+8 60 Total 50 ±0 4 20 10 -5000 / 0 1~9 Full
GGXRD Potemkin GiganterEX.png
GGXRD Potemkin GiganterEX hitbox.png
Staggers opponent on hit. Max duration 69F, Frame Adv: +16 to +51
Stun value: 135
Minimum damage: 20%

Potemkin rips the air apart like Hulk Hogan's tanktop, creating 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.

Fully invuln frames 1-9.

Gigantic Blid EX
Gigantic Blid EX
Giganter EX > 4123641236P
GGXRD Potemkin GiganticBlidEX.png
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
Giganter Kai > 4123641236P
Gigantic Bullet Kai
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
145 Mid 49 24 17 -22 4 20 10 -5000 / 0
GGXRD Potemkin GiganticBlidEX.png
GGXRD Potemkin GiganticBlidEX hitbox.png
Stun value: 0
Minimum damage: 20%


The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before rapidly launching himself forward. 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 Blid an interesting one: do you 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 your opponent's current healthbar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Blid only offers the opportunity to follow up if you're in or very near the corner.


Instant Kill

Infernal Tour
in IK mode: 236236H
GGXRD Potemkin InfernalTour.png
GGXRD Potemkin InfernalTour2.png
GGXRD Potemkin InfernalTour3.png
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
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension

Cannot be re-blitzed like other IK's. Much cooler than Magnum Opera.


Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation


To edit frame data, edit values in GGXRD-R2/Potemkin/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-GGXRD-R2