< GGX
Overview
Overview
potemkin is a grappler
Damage Received Mod |
x0.875 |
Guts Rating |
4/5 |
Gravity Mod |
x1.25 |
Stun Resistance |
80 |
Prejump |
5F |
Backdash |
22F (1~20F Strike Invuln) |
Wakeup Timing |
25F (Face Up)/ 27F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
0 |
Unique Movement Options |
No Run No Airdash |
Fastest Attack |
5P (7F) 5K (7F) 2K (7F) j.P (7F) 632146P (1F) |
Reversals |
Potemkin lumbers through neutral to headlock his opponent into a terrifying vortex of death.
Pros
Cons
- Potemkin Buster: The command grab that defines Potemkin. It comes out instantly with huge range and damage, and has applications on both offense and defense.
- Amazing backdash: Potemkin's backdash is invincible for almost the entire animation, making it an excellent option for defense.
- Massive stamina: Potemkin is the proud owner of the highest effective health in the game, allowing them to take lots of punishment.
- Sluggish: Potemkin cannot dash or airdash, and has 5 frames of prejump. This makes approaching the opponent difficult, and prevents him from using Faultless Defense Cancels to the same extent that most of the cast can. In addition, all of his normals are slower than average.
- Weak to zoning: Potemkin struggles to deal with opponents that actively stay out of his range. Slide Head and Hammer Fall do help with this, but they are far from foolproof solutions.
- Large: Potemkin's large frame makes him more susceptible to things like instant overheads and F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, and enables character-specific combos and setups.
Normal Moves
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window
5P
5K
c.S
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
36 | Mid | 11 | 6 | 20 | -12 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | Mid | 15 | 5 | 21 | -7 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Dust Attack
S+H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
70 | High | 29 | 2(2)2(2)2 | 8 | +1 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
2P
2K
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
36 | Mid | 14 | 3 | 20 | -4 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
70 | Mid | 13 | 5 | 35 | -21 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Sweep
2S+H
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
35 | High | 18 | 3 | 16 | 0 | 1~17F Upper Body |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
100 | Mid | 23 | 5 | 30 | -16 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18 | High/Air | 7 | 6 | 6 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | High/Air | 10 | 8 | 13 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | High/Air | 13 | 6 | 23 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
j.H
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
Special Moves
Potemkin Buster
632146P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
140 | 160 pixels | 1 | 1 | 45 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
Mega Fist
236P or 214P
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236P | 50 | High/Air | 25 | 8 | 8 | -2 | 1~24F Lower Body 4~32F Airborne |
214P | 50 | High/Air | 25 | 9 | 6 | +4 | 1~24F Lower Body 5~33F Airborne |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236P | 3 | ||
214P | 3 |
236P: 214P:
Slide Head
236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40, 0 | Low, Unblockable | 25 | 2(2)1 | 25 | -11 | 1~16F Upper Body 29~42F Low Profile |
- Both the main physical attack and the shockwave can be Roman Canceled on hit.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
- OTG state duration is extended to 61F
- Quake does not come out if first hit touches opponent
Hammer Fall
[4]6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | Mid | 19~31 | 2 | 33 | -16 | 1F~2nd active frame: Armor |
Potemkin charges forward with one hit of armor. Useful for going through pokes and projectiles, although be careful because it's very unsafe on block. Pairs really well with RC's, which makes it plus on block and comboable on hit. Potemkin cannot cancel it, so it's not great without hard reads or meter.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
- Charge time: 30F
Heat Knuckle
623H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
0, 15×2, 40 | Unblockable | 14 | 1 | 26 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
Heat Extend
623H > 63214H
Overdrives
Giganter
632146H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50 | All | 7+11 | 48 | Total 42 | +8 | 1~7F All 8~13F Strike |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Gigantic Bullet
632146H > 4123641236P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
190 | Mid | 85 | 24 | 32 | -37 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Heavenly Potemkin Buster
236236S
Instant Kill
Magnum Opera
During IK Mode: 236236H
To edit frame data, edit values in GGX/Potemkin/Data.