GGXRD-R2/Potemkin

From Dustloop Wiki
Potemkin
GGXRD-R Potemkin Portrait.png
Movement Options
Double Jump, No Air Dashes or Forward Ground Dash, Backdash
Play-style
Grappler
Similar to
Zangief (Street Fighter V)

Overview

Potemkin is Guilty Gear's mainstay grappler, but as in previous games, his command grab is only a small part of his overall gameplan. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent, then punish their reaction to his pressure.

Strengths/Weaknesses

Strengths Weaknesses
  • Long-range normals with relatively high single-hit damage.
  • Fast command grab with good range.
  • Damaging conversions off corner hits.
  • Highly invincible backdash.
  • The highest defense modifier and stun resistance in the game, Potemkin is practically impossible to stun without a string of lucky counter hits.
  • Difficulty approaching and closing gaps.
  • Few options for dealing with opponent's pressure.
  • Long startup and recovery on many attacks leave him prone to counters.
  • Big hurtbox.



Normal Moves

5P
5P
GGXRD Potemkin 5P.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
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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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


{{{text}}}

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


{{{text}}}

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

{{{text}}}

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

{{{text}}}

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


{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

j.D
j.D
GGXRD Potemkin jD.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.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

{{{text}}}


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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

{{{text}}}


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

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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

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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.

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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

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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


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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

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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


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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%]


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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%

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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

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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

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Navigation


Template:Navbar-GGXRD-R2

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.