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Revision as of 23:32, 26 May 2015

Potemkin
GGXRD Potemkin Portrait.png

Defense Modifier: x0.94

Guts Rating: 3

Stun Resistance: 80

Jump Startup: 5F

Backdash Time: 21F

Backdash Invincibility: 1-20F

Movement Options
Double Jump, No Air Dashes or Forward Ground Dash, Backdash
Full Frame Data
GGXRD/Potemkin/Frame Data

Overview

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

Strengths
  • Long-range normals with relatively high single-hit damage.
  • Fast command grab with good range.
  • Damaging conversions off corner hits.
  • Highly invincible backdash.
Weaknesses
  • Difficulty approaching and closing gaps.
  • Few options for dealing with opponent's pressure.
  • Long startup and recovery on many attacks leave him prone to counters.


Move List

Editor's note: throws are now represented by very large numbers that seem to correspond to an internal unit measurement. These numbers correspond to the "dots" of previous frame data entries at a ratio of 1750:1.

Normal Moves

5P
5P
GGXRD Potemkin 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
11 Mid CSJ YRP 5 5 6 -1

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Low SJ YRP 10 9 9 -4

A subtle step-kick. Hits low, and is extremely active (9f in previous games, estimated about the same in Xrd). Used for easy meaty setups.

c.S
c.S
GGXRD Potemkin cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid SJ YRP 9 3 11 0

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.

f.S
f.S
GGXRD Potemkin fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid SJ YRP 11 7 18 -11

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S YRP 15 7 16 -4

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.

6P
6P
GGXRD Potemkin 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid - YRP 11 7 19 -9

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 5H > Hammerfall, f.S > Heat Knuckle, etc. Without a counter hit, the poor recovery and lack of cancel options means you won't get much out of it.

Upper body invuln frames 1~22.

6K
6K
GGXRD Potemkin 6K.png
CRUSH
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid S YRP 16 8 20 -9

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.

According to the Japanese, you have a 3F leniency when doing 6K > HFB, 6K > HFB in the corner.

6H
6H
GGXRD Potemkin 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
80 Mid S YRP 23 5 30 -16

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High - YRP 27 2(2)2(2)2(2)2 8 +1

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 > jc.H > jc.H > jc.H > ICPM. Corner, go for a homing dash into a 6K > Hammerfall Brake loop ending in Heat Extend. (See below for more combo options and notation.)

80% initial prorate.

2P
2P
GGXRD Potemkin 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CS YRP 6 4 6 0

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Low S YRP 7 4 14 -6

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid S YRP 14 3 20 -6

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid S YRP 13 5 35 -21

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Low - YRP 12 5 14 -2

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High, Air CS YRP 7 6 6 -

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High, Air JS YRP 10 8 13 -

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
32 High, Air S YRP 13 6 23 -

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High, Air S YRP 13 6 16 -

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 High, Air S YRP 13 until landing 9f after landing -

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.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Potemkin GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 96250 - R 1 - - +37

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. It may be possible to follow up with an RC, but given throw proration and the fact that Potemkin doesn't gain meter quite as easily before, and it's hard to say that the potential damage is worth it.

Has 65% forced prorate.

Air Throw
Air Throw
GGXRD Potemkin AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,70 Air Throw: 201250 - R 1 - - -

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
35 All - - 13 5 18 -9

Edit: 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.


Special Moves

Heat Knuckle
Heat Knuckle
623H
GGXRD Potemkin HeatKnuckle.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 0, 15x2, 40 Air Unblocable - YRP, Extend 14 1 22 +14
Heat Extend
Heat Knuckle > 63214H
90 - - R - - - +53

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Forward
236P
50 HF - YRP 24 8 8 -4
Backward
214P
50 HF - YRP 25 9 6 +4

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 and not even that useful on hit. 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. It's negative enough to make opponents want to go for big punishes, which you can then punish yourself with a Blitz Shield. If they hesitate, you can simply throw them.

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40, 0 Low, Unblockable - YRP 25 2(2)1 Total: 54f -11, -

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, 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.

Hammer Fall
Hammer Fall
[4]6H
GGXRD Potemkin HammerFall.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 60 Mid - YRP 18~31 2 33 -16
Brake - - - Y - - Total: 15f -

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'.

Somewhat unsafe on block, but not terribly so. 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
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Flick 40 Mid - YRP 19 3 12 +2

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.

Reflect 16 All - - 2 150 Total: 22f -

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 140, 0 Ground Throw: 308000 - YRP 3 1 40f whiff +62

Potemkin's signature attack, and one of the scarier command grabs in 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. 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 1-3. 50% forced prorate.

Trishula
Trishula
63214K
GGXRD Potemkin Trishula.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 Mid - YRP 25 15 18 -6

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 on counter (usually with neutral superjump j.H > ICPM).

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 70 Mid - YRP 16 Until landing 29 after landing -

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.

Due to its startup, you can only combo j.H > ICPM fairly early on (any hitstun decay will cause it to drop) or by RCing the j.H for additional time, but unless this will get you the kill or you desperately need the knockdown...

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
  • 29F: Chipp


Overdrives

Heavenly Potemkin Buster
Heavenly Potemkin Buster
236236S
GGXRD Potemkin HeavenlyPotemkinBuster.png
GGXRD Potemkin HeavenlyPotemkinBuster2.png
GGXRD Potemkin HeavenlyPotemkinBuster3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
140 Air Unblockable - YRP 12+1 15 10 +56

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.

Fully invuln frames 1-15. Throw invincible for duration.

Giganter EX
Giganter EX
632146H
GGXRD Potemkin GiganterEX.png
AEGIS REFLECTOR
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - YRP, Blid 9+8 48 Total: 50f 0

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
145 Mid - YRP 49 24 17 -22

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
KO Ground Throw: 230000 - - 9+8 (5+6) 3 Total: 62 -

Way cooler than Magnum Opera.

Numbers in parentheses represent the increased speed of instant kills when the opponent is in Hellfire state.


Strategy

General Tactics

Potemkin relies heavily on reading the opponent, patience, and understanding opportunity, often moreso than any other character. I highly recommend understanding that just because a grappler is easy to play at a basic level doesn't mean it translates well into high level. As you progress playing Potemkin, you will need to cut bad habits because single opporutnities are what enable you to win a game.

At a glance: Potemkin is slow, has predictable and sometimes costly mobility, but has a powerful up close game once he gains momentum. He is also monsterously powerful in the corner with strong confirms into ~50% damage off mostly any move and relevant meter. When playing against long range characters you'll need to leverage what limited tools you have. Here's a quick rundown on what's available and when to use it:

Whiff punishing - The act of attacking a person who just whiffed a move. You don't necessarily have to hit them, you just need enough time to put them into block stun to turn this into a marginal advantage. You can sometimes use slidheade or hammerfall to do this, but more likely you will be using 5H, 2S, 2K or 2D. You may use other moves, but these are your key attacks. When using a special cancelable move, be sure to cancel it into hammerfall -> break, or slidehead to get a better position afterwards. Do the most powerful knockdown combo in your disposal assuming the opportunity arises instead.

Patient movement - Walking and jumping, using hammerfall -> break, or double jumping in slowly. Don't be predictable with how you avoid projectiles, or simply rush in doing this. Take your time and see what buttons the other person presses. Making sure your approach is varied in both timing and method will mean the opponent can't always have the perfect counter ready.

Hammerfall break/yrc - A different category for a different reason. You can YRC as sort of a ghetto dash and get frame advantage after the freeze to choose your mixup afterward. This is more of a hard long/mid range counter. hammerfall has a pretty obvious startup and can be countered on reaction easily, so be careful. Try to use it to beat single strike moves with few cancelable properties.

FDB - Good for fireballs, basically. Just walk forward or jump in afterward.

Raw Slidehead - Possible to punish, but harder. Usually this means the opponent has to keep their mind on this along with oher things, and if they expect a slidehead, you can use that moment to sneak in forward a little further, in case they have a direct counter to that method planned. It's also good when people land because it's a predictable timing and when someone is high in the air, they will be less able to see the startup of this move.


Mid range

Potemkin has some ok mid range stuff. His S buttons (all of them) tend to be his best attacks here. 2K, 2D 5S and jumping in directly, along with Megafist, Hammerfall (see above for reasons to use it), and simply waiting are all good options. Fighting a good mid range character like Sol (closer in) or Ky (farther out) can be an excersize in frustration and you may have better luck fighting them from outside their ideal ranges and moving in quickly. If a character has weak mid range, Potemkin tends to do okay, just look for an opportunity to get in or knock down as best you can, or Hammerfall YRC for a free ticket in. Jumping is also good if they're not expecting it. Potemkin's tools here tend to vary the most from matchup to matchup.


Close range

Where potemkin shines. What he doesn't have in speed, he has in power and psychology. Remember that while Potemkin has a command throw, and is a grappler, this doesn't mean you should focus on throws. Throwing is for people who are already trained to block. Think of your opponent as puppy, and you're teaching him not to be bad. If you don't teach him to sit first, how else are you going to throw him into the stratosp-okay bad example. Anyway, if you need to make sure a person isn't jumping or backdashing, use basic strings staring off your weaker moves, then doing Hammerfall break or hammerfall YRC to get in again. Keep this up until you think "this dude is just gonna block all day", then you Potemkin buster. The best part of playing Potemkin is at this range, you're playing RPS and all of your options do a ton of damage, and you have more information to work with. If someone keeps getting hit by basic attacks into 2D, don't stop doing it! Odds are they're trying to do something silly like jump or backdash or mash. If it works, it works, don't feel bad about doing a basic string over and over.

If someone is jumping away (and only jumping away), and you don't have enough time to do a basic move by the time you reach them, you can use Heat Knuckle to punish as a guess.

If someone jumps away, you can also do things like j.P repeat until you land.


Dealing with stuff

If someone is jumping at you, your best anti-airs are 6P, Heavenly Potemkin Buster, or jump as they come at you and air throw.

If someone is running away a lot, LET THEM. Just walk towards the corner and punish their escape. To punish getting out of the corner, look above since most of the time they'll have to jump. You can sometimes 2HS if they're at a weird angle. j.P a lot works too topush them back in the corner. Once in the corner, you have access to 6K and Giganter combos which do a lot of damage.

If you're stuck blocking, just Instant Block and wait it out. Sometimes there's situations in which you can do something weird, but most of the time you'll just have to eat blocking for a while. learning to IB will give you a lot of meter which you can then use to kill a person quickly, or to faultless defense if you're in real bad shape.

If someone is poking at you from mid range, ry and move backwards and then move forwards. usually people think "potemkin will move forward", so they'll adjust their spacing around this. IF you move backwards, you can often change around the ranges of moves and find a whiff punish, or a new place to jump, or force them to run in etc which can give you new and different opportunities.

If someone is anti-airing you a lot, first think: "is it because i jump a lot, or predictably after certain moves, strings, etc?" if so, try and stop and move in instead, when people look to anti-air you, most of the time, they'll look up for a half second when the look for the jump. They will be less likely to pay attention to other opportunities. The other thing to do is j.D, or double jump j.D, often times this will make someone's 6P whiff.

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