The grappler of Guilty Gear, named after the great Russian warship, The Potemkin. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.
Potemkin of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. He also has a number of anti-zoning tools, like F.D.B (a flick that turns enemy projectiles back at them) and Slide Head (full screen unblockable that sweeps anyone standing on the floor). Pot can then capitalize off these reads by using the mighty Hammer Fall to dash across the screen and begin his close-range brawling. If Pot can get you to sit still long enough, he'll throw in a Potemkin Buster and laugh as 1/3rd of your health is ripped away in a single move.
Perhaps more than any other character, Pot is capable of punishing on good reads very well. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. It's important to know that even with all of his anti-zoning tools, Potemkin still traditionally struggles against zoners and those who stay out of his range. As well, his mobility is awful, with no airdash to speak of.
Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game. He just needs to get close enough to readily instill the fear.
|Potemkin lumbers through neutral to headlock his opponent into a terrifying vortex of death|
Hammer Fall Break Pressure
Although not explicitly a mechanic, Hammer Fall Break pressure, hereby known as HFB, is an integral part of Potemkin's gameplan. By special canceling a normal into Hammer FallGuard:
-18, and then canceling the Hammer Fall with Hammer Fall BreakGuard:
- as early as possible, you are able to modify Potemkin's frame advantage on block and on hit substantially while slightly tweaking distance between you and the opponent. HFB can turn moves that are substantially minus on block into moves that are + on block.
For Example: 2HGuard:
-21 is -21 on block. When HFB is used it becomes +2 on block. Similarly, 2SGuard:
-2 goes from a -2 on-block move into a 0 on block move with the threat of a 3 frame command grabGuard:
- behind it.
On hit, HFB massively expands Potemkin's combo game. Add the FRC point on Hammerfall into the mix and your blockstrings level up to an onslaught of pressure with one wrong guess spelling major damage. Utilizing Hammer Fall Break substantially improves the frame advantage of Potemkin's normals and better allow him to apply his grappler vortex.
Need help getting started? Go to this page for information targeted at new players. It covers the basics on playing Potemkin, getting in, and what to do afterwards.
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames|
|InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
Your quickest jab, with a pretty good hitbox, capable of hitting crouching, standing, or even airborne opponents (sometimes).
Chain into 5K on the ground, or c.S if they're in the air. If they block, you can chain as normal, or go right into a Potemkin Buster if they're not expecting it.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Your go to meaty option. Crazy active making it great for catching backdashes.
Tied with 2K for Potemkin's quickest low. Although 2K has more range, 5K has a higher attack level and will combo into 2S, giving it much more explosive damage. Can be alternated with 6K for a simple but very effective mixup with meter.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D, 2D
Mostly used as combo filler, although it can be used as situational anti-air.
- Deep jump-in combos should be followed up with this or 2S when possible for better damage.
- Whiff c.S as they wake up for a not-so-obvious Potemkin Buster/Heat Knuckle.
Gatling Options: f.S, 2S, 5H, 2H, 5D, 2D
The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne.
If you hit an airborne opponent at range, cancel into (2S) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it will win the round. On block it's a good idea to HFB, but you can also cancel into Slide Head for gimmicks.
Gatling Options: 2S, 5H, 2H, 5D, 2D
One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun.
Works like f.S, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent). Cancel into Hammerfall Break for better advantage on block or just to gain ground, or cancel into Slide Head for cheap (but very punishable) mixup.
CH 5H leads to Slidehead or Hammerfall Break into a follow up combo. 5H is also the only move besides 6P/2H that leads to Giganter super vs airborne opponents. At distances where nothing else is possible, Air CH 5H > delay 5H works.
Gatling Options: 5D, 2D
Standing dust, with a remarkably large hitbox. While easier to use than 6K, the atrocious startup renders it very reactable. Best used as a surprise tactic after spacing the opponent out where they wouldn't expect to be hit overhead.
Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB.
A great anti-air. Potemkin's hurtbox is low to the ground, and he has some upper body invulnerability during start up and even more through the activate frames. You can use this as a ghetto reversal vs airborne opponents if their move isn't 100% meaty (such as vs. late IADing opponents trying to bait throws). Hitbox doesn't extend much further than his hands, but that's plenty.
- On normal air hit combos into Heat Knuckle or j.P/j.K into air combo.
- Floats on CH (untechable for 50F), also combos into (f.S) > 2S or jc > falling j.H.
- See combo page for more specifics.
An 18 frame, nearly unreactable overhead with short range. Terrifying mixup tool combined with 5K.
Only used during oki situations for three reasons. One, no buttons gatling into 6K. Two, no opponent would ever just sit there and let Potemkin stagger into an overhead at close range, as they're too busy screaming bloody murder. Three, if you somehow find an opponent who is willing to just sit there, you already know what to doGuard:
Although one of Potemkin's hardest combos due to charging, 6K -> Hammerfall combos on crouching and baits bursts automatically. It's only really worth it with meter, but it leads to insane damage. Without meter, cancel to 2D.
Gatling Options: 2D
THE LEGENDARY LEVEL 6 ATTACK. Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range. Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter.
Cancel into Slide Head for an unblockable, or Hammerfall Break to get big frame advantage. Characters with 4/5 frame prejump cannot escape Slide Head without IB/Backdash/Reversal.
Can be FRC'd right before it becomes active. 5P > 6H FRC Pot buster for shenanigans, or let it rip to catch backdashers.
2P is almost a dead button, nigh worthless due to its terrible speed and shouldn't be used often. Its best use is to poke Eddie's shadow from far away at little risk to yourself. Otherwise any other normal would do you better.
Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
2K comes out as fast as 5K with better range, but has a lower attack level, higher recovery, and fewer active frames. Not a bad button, but not as widely applicable as 5K, and the reward on hit is rather poor.
On hit (f.S >) 2D is usually the most you will get. If the opponent is crouching, you can combo into 2S either on crouch hit or from c.S if close enough, but this rarely happens. Keep in mind that getting a knockdown as Potemkin is more than acceptable even if the damage isn't impressive, since you can easily make up for the poor damage from now afterwards.
Gatling Options: c.S, f.S, 2S, 2H, 5D, 2D
Everyone's favorite move. Likely Potemkin's best normal in terms of overall usefulness.
Good range, high attack level, staggers on counter-hit, but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. Can follow up with 2H at close range for massive combos, and combined with HFBGuard:
- it's 0 on block. In neutral it's a sidegrade from f.S, with less active frames but more disjoint and harder to low profile.
Gatling Options: 2H, 5D, 2D
A vicious uppercut that reaches ridiculously high. Thanks to its high startup you'll have to throw it out relatively early, so make sure you know it'll connect before committing to it. Reaches further back than most anti-airs, allowing you to tag crossup attempts in addition to the normal anti-air benefits.
If you get a normal hit on an airborne opponent, you can cancel into Heat Knuckle if they're low enough. Otherwise your only direct followup is a Heavenly Potemkin Buster. If they're on the ground, you can always cancel to Heat Knuckle. On counter-hit, your opponent can't tech until they've hit the ground, no matter how high they were when you hit. This opens up many high damaging routes. Even relatively simple combos off of CH 2H can do 50% or more.
Has an FRC point when it goes active, but it's mostly situational, used for some anti-burst option selects and not much else.
Gatling Options: 5D, 2D
A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range. Special cancellable, so use Hammerfall Break to get that much closer to the opponent after a knockdown or extra safety on block.
Combos into Heat Knuckle on Faust and May (unless it hits at max range).
Important for gaining some height in Pot's air combos. Low attack level makes it good for tick throws after a jump in.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. It also crosses up, giving Potemkin a left/right mixup after Heat Knuckle connects.
Gatling Options: j.P, j.S
Probably Potemkin's best air move, with a nice, tall hitbox. If you want to jump, this normal will do you many favors. Good for safejumps.
Functions as Potemkin's knockdown tool in air combos, since it brings the opponent down on hit. On counter hit gives a fully untechable ground bounce giving you plenty of options to follow up.
Gatling Options: j.P, j.H, j.D
Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups without proper routing. Can be used to safejump, and can be easier for this purpose than j.S, but has heavier pushback which may not always be ideal.
Pot Butt. After a brief pause, Potemkin drops rapidly to the ground. Silly air normal with many uses, but shouldn't be relied upon.
Catching an air opponent plummets them to the earth with you for a knockdown. Can change the angle of descent by holding left/right, and has lower body invuln.
While useful for many things; getting to the ground faster, whiffing it for surprise busters, and as an anti-anti-air, j.D is also very gimmicky. Potemkin should rarely ever be in the air, and there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. Don't throw it out willy-nilly.
Combos after j.S for a knockdown into whatever oki you please.
Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land.
Has a 4F FRC window after tossing the opponent, allowing for follow-ups like 2S > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.
A particularly satisfying airthrow with huge range. Slams the opponent down on hit.
Uses 5D animation, making its horizontal reach notably better than most other Dead Angles. If you need some breathing room, this is a great way to get it. A point blank hit in the corner can net you a 5P into a small combo, otherwise gives a knockdown.
236P or 214P
Mega Fist Forward (236P) jumps over a ton of normals while putting out a massive hitbox that's difficult to beat and prone to trading. Scores a knockdown on hit, which is always great for Potemkin. Fantastic as a counterpoke, especially when mixed in with your own pokes and Hammerfall, and can be quite abusable in certain matchups. However in terms of raw data, it's inferior to Reverse in every way. Oddly only Level 2 on block.
Has some interesting FRCs. The first FRC point is before the hit, turning the move into a weird command jump that can be jump installed for air options. The second FRC point is during the first active frames making it safer if blocked.
Mega Fist Backward (214P) is solid as an easy-to-input defensive option, and can be mixed in with other options to make it harder to handle Potemkin's defense. Better as a raw attack than Forward thanks to superior data, it has a high attack level, more active frames, less recovery, and staggers on counter hit for big damage. But don't lie, you got this as a Potemkin Buster misinput and wrote it off as a disengagement option.
Can be FRC'd on frames 25-26F, and 28-29F. Yes, they're a frame apart. No, I don't know why.
One of Potemkin's more interesting moves, used as an anti-zoning and fullscreen knockdown tool.
Slide Head has two different attacks during its active frames. If either hit, the opponent gets knocked down and kept them there for an extra 40 frames over normal knockdown length, giving Pot time to advance. The first is Potemkin's actual body itself, a level 5 attack that hits low, but that's likely not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the ground at full zoom-out.
This shockwave can be avoided by being airborne or if a character lifts their hurtbox off the ground (Dizzy dash, May 5K, etc.). As a fullscreen tool, it can make characters like A.B.A or Justice think twice about using certain tools in neutral, as a well timed Slide Head will put them right into your vicious oki game. Beware, if you use it poorly or your opponent reads you, you can be punished severely.
Has a secondary use in oki. It has a very similar animation to 6K, but as previously stated the first hit is a low while the move will instead become unblockable if spaced and requires a completely different response. This is generally only worth it along with the FRC, but makes blocking all the harder.
Potemkin's second most important move, an armored charging attack that does it all. Requires a 30f charge time.
Lunges forward with a single hit of armor for a certain distance or until he reaches the opponent, then smashes his fists together. Deals huge damage, and causes a knockdown when it connects on a grounded opponent. The armor and speed of Hammerfall makes it amazing for crushing opponents who try to keep Potemkin away with slower buttons, and as a frametrap or anti-jump during pressure.
Hammerfall's second yet most important trait is its ability to be cancelled into Hammerfall Break (or Hammerfall Brake, if you will), which can be used to dramatically reduce the recovery of many attacks and/or move Potemkin forward during his pressure. By itself Hammerfall is already fantastic, but with this it sets Potemkin apart from any other grappler.
Because of its wide use, Hammerfall should be charged by holding back whenever possible, often referred to as Potemkin's ABCs. Note that Potemkin cannot cancel the first frame of Hammerfall, as he must first enter Hammerfall before he is able to cancel it. Additionally, the lack of an input buffer requires P to be input distinctly after H.
Hammerfall also has an FRC window, which begins 3F after hitstop or 3F of Potemkin's fists connecting on whiff. This FRC is one of the best in the game, as it turns Hammerfall massively plus (+14) and enables explosive combos. It is likely the most important FRC for Potemkin to learn.
Hammer Fall Break
6H > P
|HFB Frame Advantage Cheat Sheet|
|Attack||On-Block||On Block + HFB|
Hammer Fall Break lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Break won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for going in after Slidehead, or to catch an opponent with a Potemkin Buster.
- Fastest possible Hammer Fall Break completes in 16F, 1F of Hammer Fall and 15F of Hammer Fall Break.
Flick Dat Back! A mighty flick with two separate aspects: the attack and the reflect (see below).
The attack portion sports a huge, disjointed hitbox extended well beyond and above the flick itself and good priority. If it hits a grounded opponent, they'll be staggered, and a counter-hit will catapult the opponent across the screen and cause a wallstick for followups if Potemkin is close enough. On block, they'll be pushed away a good distance, but it's fortunately plus on block. Can be used as a frametrap if Potemkin is spaced out and doesn't want to risk Hammerfall, but sadly gives little reward on an air hit.
The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile. After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then.
This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent.
|Reflectable Projectiles Table|
The grab to end all grabs, that which all of Potemkin's game plan is centered around, and set the groundwork for many future grapplers. Potemkin Buster puts terror in your offense, reinforces your defense, steals games, destroys health bars, and makes people hate your character. Every Buster landed feels like a victory of its own.
With 3F startup and a 176-pixel range, it's hard not to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch before their active frames have even started. Has 12F afterwards to follow-up attack, for example with c.S or 5K in the corner, for even higher damage and meterbuild.
An unblockable anti-air grab best used in combos or to stop people jumping away after Hammerfall Brake. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air in neutral is somewhat limited.
Only hits airborne opponents, and unceremoniously drops them to the ground in front of you for great oki. Alternatively you can cancel it into Heat Extend for big damage, big meterbuild, and a big launch.
There is an FRC point that is only available on whiff, thus meaning you can use it to make it safer if it misses. This gives a potential Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.: With less than 50 meter, it leads to FRC if the opponent used Burst, allowing a full punish. On hit, it will continue like normal.
- Fun Fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them).
623H > 63214H
Heat Knuckle followup. Blast their body across the map, and build tons of meter.
Midscreen, you sacrifice oki for using this, and will need to Hammerfall to regain footing. This doesn't render it useless, as sometimes the damage is just enough to close out the round, or the extra damage and meter are deemed useful enough to you that it's fine having a worse oki situation. In the corner you don't sacrifice as much, but you'll still need to Hammerfall.
If they Slashbacked your Heat Knuckle, there are three things they can do from here. The first is to simply FD, and survive at the cost of meter. The second is to use air reversals, which are detailed below. The third is to Slashback Heat Extend, which will cause them to fall to the ground slowly. Potemkin is strike invincible for a short period of time, meaning he can be thrown, or the opponent can simply wait and attack. Counterhit during its entire recovery.
|Possible Air Reversals against Heat Extend|
|Character||Move||Clashes✓ - clashes, allowing for cancels
✗ - does not clash
|Can Buffer✓ - does not require timing
✗ - requires specific timing
|✓||✓||Falls slowly if cancelled.|
32+13 after landingAdvantage:
|Ride The LightningGuard:
|✓||✗||Drifts down towards Potemkin.|
|✓||✓||Falls slowly if cancelled.|
|✓||✗||Requires strange timing. Falls slowly.|
|✓||✓||Launches Sol up, bad situation for him.|
37 after appearingAdvantage:
|✗||✓||Punishable with Buster. Just FD/SB instead.|
- ABA, Bridget, Jam, Johnny, Millia, Robo-Ky, Slayer and Zappa must time it to explosion.
Judge Gauntlet is a pseudo-reversal for Potemkin that has many promising aspects. Although not frame 1, it carries infinite armor throughout its startup, and after receiving seven hits or if getting hit on frames 24-28, Potemkin will immediately strike with 10f startup. Knocks down on hit for a good chunk of damage, and can blow through a lot of predictable/"flowcharty" pressure options without much effort. All this on a character who already has such strong defensive options seems like it's too good to be true.
Unfortunately, Judge Gauntlet is marred by many severe issues. It's saddled with horrendous 28 frame startup, a terrible hitbox that's very easy to avoid by jumping, no throw invincibility, and other character-specific counters. Worst of all, Potemkin will telegraph when he is being hit while using Judge on top of the armor applying hitstop, giving your opponent more time to react and punish the move.
This results in Judge being highly recommended against by many Potemkin players. If you don't know what you're doing, you shouldn't use Judge. The move's best applications come in beating very specific setups typically involving slow multi-hitting moves, as it's too lacking everywhere else. If you insist on gambling on it any way it can sometimes work, but it should never be your first option and you will likely be better off forgetting it exists. It's better to have any reversal than no reversal, but most of the time, Judge Gauntlet will only exist to make you look like a clown when you mess up TK APBTiger Knee Aerial Potemkin Buster
Often done by performing a 360 motion starting from 6 (632147896).
Startup can be cancelled with P, and is mainly used in some pressure escapes and silly buster setups. Cancel animation is 14F.
Aerial Potemkin Buster
Most fun combo tool in the game, somewhat tricky to use and not actually a grab. Takes all the suck from Judge Gauntlet and turns it into goodness.
Connects as part of a combo, but you can't cancel into it from air normals. You'll mostly use it as a followup to ground attacks like counter-hit 6P, a 2H followed by Hammerfall Break, or after midair jump cancels. On hit, Potemkin jumps in the opposite direction from the one he was originally traveling and busters the opponent with a slightly different knockdown arc and an FRC for even more damage.
In the corner, c.S > APB and 2H > HFB > APB loops into themselves, creating the Potemkin Bus Tour which has no stops and only lets you off when you're dead. This lends itself greatly to cashing out on tension and closing rounds, since c.S connects after a ground Potemkin Buster in the corner.
Actually hits mid and whiffs on grounded opponents, so it can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it.
Projects a giant wall of energy that slowly moves forward. Godlike super, and one of Potemkin's best uses for meter.
On hit, Giganter staggers your opponent on the ground and floats them in the air along with a hefty 3x stun modifier to almost instantly put them in the red—especially on counterhit. If that doesn't stun, Potemkin has more than enough time to followup with whatever he wants, which can simply be a Potemkin Buster or a jaw-dropping stun combo if he so pleases.
Can cancel into Gigantic Bullet from 16-29F regardless of hit or whiff, which gives Giganter even more interesting applications.
Also fantastic as a reversal. The projectile always comes out and stays out even if Potemkin gets hit, absorbs projectiles, and is plus on block. Combined with the massive reward on hit, Giganter will make many opponents think twice about pressure against Potemkin. There's a deadzone between Potemkin and Giganter, and the move also lacks throw invincibility after the superflash, so it's not infallible, but this is a small price to pay for everything else. Fear the mirror.
632146H > 4123641236P
Meterless Giganter followup, trading versatility for colossal damage. Bring the pain.
Purely a combo tool, and terrifying when optimized. Wallbounces for followups on any hit for even more damage, and oki. Things only get better when you use it after an air hit Giganter, going from a simple 5K followup to netting you a 2H for even crazier routes. Note that if you're using this in the corner, Gigantic Bullet loses a lot of merit. The aforementioned wallbounce can play against you, so stick to the regular Giganter or APB there. An easy way to use this super is to simply spin your stick/pad during Giganter's superflash, then pressing P.
If you're too lazy to do 6K > HF > FRC, Gigantic Bullet's got you covered. Confirming into this from 6K grants the unreactable overhead massive damage for not much execution, just a simple Tension fee.
Heavenly Potemkin Buster
Big leaping anti-air grab. Despite the cool name and high raw damage, HPBHeavenly Potemkin Buster is very mediocre and can end up as a waste of Tension, but hey at least it's not Judge Gauntlet.
HPB in combos serves as a low execution, burst-safe ender. Everything falls apart if you're willing to put in a little more elbow grease, as 2H > HFB > APB does nearly identical damage while allowing for better followups for less meter cost. Further issues pile on, from its terrible damage scaling, high price and more. Outside of easily closing rounds, you should forget about using this move in combos.
The other use for HPB is as an anti-air. Invulnerability during startup and upper-body invincibility while the hitbox is active lets it get the job done, but the initial hitbox is lackluster and whiffs at random. As you may have also guessed, launching Potemkin into the air is a massive issue when the move misses, and its unimpressive startup often means a 6P probably would've worked just fine for more than acceptable (if not better) reward. Still, you can get some uses out of it for opponents who insist on buzzing over your head, or to flex your crazy reads.
During IK Mode: 236236H
The hitbox is a huge square around potemkin. A dizzied opponent in the corner is probably your best chance, but don't bet on it. Much cooler than Infernal Tour.
IK mode activation time 98F.
|To edit frame data, edit values in GGACR/Potemkin/Data.|
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
- Attack Level
- Bear Stun (Dizzy)
- Dead Angle Attack (DAA)
- Faultless Defense (FD)
- FD Jump
- Forced Proration
- Force Break (FB)
- Force Roman Cancel (FRC)
- Guard Gauge
- Initial Proration
- Instant Block (IB)
- Instant Kill (IK)
- Jump Install (JI)
- Negative Penalty
- Overdrive (Super Attack)
- Roman Cancel (RC)
- Slashback (SB)
- Special Attacks
- Tension Gauge
- Tension Pulse
- Ukemi (Teching)