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{{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. | {{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. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
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==Special Moves== | ==Special Moves== | ||
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*29F: Chipp, Sin | *29F: Chipp, Sin | ||
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==Overdrives== | ==Overdrives== | ||
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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. | ||
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==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]== | ==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]== | ||
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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. | ||
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==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Potemkin|Roadmap]]== | ==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Potemkin|Roadmap]]== | ||
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Potemkin}} | {{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Potemkin}} |
Revision as of 00:13, 4 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
Potemkin |
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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.
- 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 |
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5K
c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6K
6K |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Heat Knuckle
Heat Knuckle 623H |
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Megafist
Megafist 236P or 214P |
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Slide Head
Slide Head 236S |
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Hammer Fall
Hammer Fall [4]6H |
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F.D.B.
F.D.B. 63214S |
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Potemkin Buster
Potemkin Buster 632146P |
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Trishula
Trishula 214K |
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I.C.P.M
I.C.P.M j.41236H |
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Overdrives
Heavenly Potemkin Buster
Heavenly Potemkin Buster 236236S (236236D) |
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Giganter EX
Giganter EX 632146H |
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Gigantic Blid EX
Gigantic Blid EX Giganter EX > 4123641236P |
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Instant Kill
Infernal Tour in IK mode: 236236H |
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Roadmap
Navigation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.