GGACR/Potemkin

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Overview
Overview

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. 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. From far out, he has a full screen unblockable that hits the floor, a projectile reflecting move, and plenty of other tricks. 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 really instill the fear.

Playstyle
GGACR Potemkin Icon.png Potemkin is a slow behemoth who makes life hell with large normals, very high damage, and one of the best command grabs in the game.
Pros Cons
  • Obscene damage output: Capable of dealing 60-70% combos with meter usage
  • Potemkin Buster and other strong throws: Think of this as a 1/3 screen unblockable which deals 25-40% of somebody's lifebar. Ground and airthrow also have top shelf damage and range.
  • Big hitbox moves: Large attacks with high damage can make Pot difficult to approach for other characters who need to get in close range.
  • Super armor on Command Dash: Hammerfall, Pot's main means of approach, can tank any single non-Overdrive hit.
  • Highly invincible backdash: Invul for nearly 20f, Pot's backdash is an extremely strong reversal and escape tool.
  • Easy to confirm knockdowns: Nearly all of Potemkin's conversions and combos lead to knockdown
  • Takes hits like a champ: The highest defense and dizzy modifier in the game means Pot stays alive longer than anybody else.
  • Dangerous offense: Packing an overhead, low, command grab, and unblockables give Potemkin very strong pressure.
  • Horrid mobility: No forward dash or airdashes severely limits Pot's approach options.
  • Massive hurtbox: Subject to longer combos, more stray hits, getting fuzzied, and some very impractical infinites.
  • Slow buttons: Normals are not on the quick side, limiting Pot's abare potential.
  • Trouble against zoners: Outside of using FDB, can have serious trouble against projectiles and longer ranged buttons.
  • Slow jump startup: 5f jump subjects Pot to having to hold some pressure worse than other characters.
Guilty Bits Character Intro

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
58 Mid 15 7 16 -4 - 5

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) . One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. Cancel into Hammerfall > Break for better advantage on block or just to gain ground, or cancel into Sliding Head for cheap (but very punishable) mixup. At distances where nothing else is possible, 5H air counterhit, wait, 5H works. 5H counterhit leads to slidehead, Hammerfall break, follow up combo. 5H is also the only move besides 6P/ 2H that leads to Giganter super vs airborne opponents.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
35 Mid 13 7 19 -9 1~4F Upper Body
5~14F Above Knees
4

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.

Followups include:

  • 6P > Heat Knuckle (always works on hit vs AA)
  • CH 6P, 2S > Heat Knuckle (easy CH combo)
  • 6P > jc.P > j.K > jc.Air Potemkin Buster
  • CH 6P, falling j.H |> c.S > Heat Knuckle
  • CH 6P, falling j.H |> 6P > Giganter > Bullet...

Upper body invincible 1-4F. Above knees invincible 5-14F. Floats opponent on CH (untechable for 50F). Initial prorate 90%.

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High 18 3 20 -4 1~15F Throw 5

An 18 frame overhead with short range. It has special throw invulnerable properties (frame data unknown, not listed in the mook). Jump-cancellable on hit/block (JC on block for pressure, on hit for burst baits, or hammerfall through the burst). Although one of Potemkin's hardest combos due to charging, 6k->Hammerfall combos on crouching and baits bursts automatically. It also nets you insane damage, and in the corner the hammerfall can be FRC'd into Giganter. If you hit with it, cancel to 2D. Against faust, you can do Heat Knuckle/Heavenly Potemkin Buster as Tension allows after 2D. Once the opponent becomes used to the 6K animation, Slide head can be substituted in place (hits low!) as they have similar animations, for a dirty 50/50.

Initial prorate 85%. Throw invincible 1~15F.


6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
90 Mid 23 5 30 -11 - 5

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 Slidehead for an unblockable and sometimes inescapable knockdown (the following characters cannot escape without IB/SB: ABA, Axl, Faust, Johnny, Potemkin, Robo-Ky, Slayer, Testament, and Venom). Once your opponent catches onto 6H > Slidehead and is jumpy, 6H > Hammerfall break (immediately charge HF after inputting 6H for best results) anti-air can work as well. Can be FRC'd right before it becomes active (frames 20-21, active on 24). An odd gatling is 5P > 6H. 5P > 6H FRC Pot buster for shenanigans, or let it rip to catch backdashers.

50% initial prorate. Wall bounce opponent on hit (untechable for 28F). Blockstun 23F. Dizzy modifier x0.75. FRC timing 20-21F.

5D

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
66 Mid 13 5 35 -21 - 5

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. Can be FRC'd on the last frame of startup and first two active frames (13-15), allowing for an air combo followup, or just making it safe if blocked.

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 gives you plenty of time to think of all the ways you can absolutely destroy your opponent - even relatively simple combos off of CH 2H can do 50% or more.

Floats opponent on hit (untechable for 30F). Dizzy modifier x1.25. FRC timing 13-15F.

2D


j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32 High/Air 14 6 23 - - 3

Probably Potemkin's best air move, with a nice, tall hitbox. Ground bounce on counter hit gives you plenty of options to follow up, or cancel into j.P on regular hit for a tick throw once you land. It's also great as okizeme - throw it out before you land, ideally catching the first few frames of their recovery. Landing cancels your own recovery, giving you freedom to punish their response (or just combo if they happened to eat it).

Ground bounces opponent fully untechable on ground CH. Slams down opponent on air hit (untechable for 25F). Ground bounces opponent on air CH (untechable for 60F).

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
45 High/Air 11 till landing 8 after landing - - 4

After a short startup, Potemkin drops rapidly to the ground. If you catch an airborne opponent with it, they'll plummet to earth with you. Combo after j.S for a knockdown into whatever oki you please. Once you land you're forced crouching for eight frames until recovery completes. You can whiff it in front of the opponent and catch them off guard with a Potemkin Buster, if you're feeling lucky. Note that while this will let you get to the ground faster, and might even let you hit an unaware opponent, there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. So don't throw it out willy-nilly.

Slams down opponent on air hit (untechable for 40F). Potemkin is in crouching state during landing recovery. Can change angle of descent by holding left/right.

The throw cross on the hitbox is apparently not correct and is higher up on Pot's body somewhere.

Universal Mechanics

Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
45,30 55 pixels - - - - - -

Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land. Can be FRC'd on frames 40-44 (starting about 11 frames after letting the opponent go), 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.

Floats opponent and fully untechable on hit. 1st hit has forced prorate 50%. FRC timing 40~44F (frames 11~15 after tossing the opponent).

Air Throw

Dead Angle Attack

Special Moves

Mega Fist

236P or 214P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236P 50 High/Air 25 8 0+13 after landing -9 1~Until L Lower Body 3
214P 50 High/Air 25 9 0+6 after landing +4 1~Until L Lower Body 5

Forward lets you close the distance on your opponent, but is otherwise inferior to Reverse in every way. Lower Level (3 on hit, 2 on block) means less hitstun, allowing for quicker tick throws but otherwise not providing any advantage. Can be FRC'd on frames 26 or 27 (the first two active frames).

Knocks down opponent on hit. Lower body invincible from 1F onwards. Potemkin is airborne from 4F onwards. Level 2 attack on block. FRC timing 17-18F and 26-27F. If FRC'd during the first window, the attack won't come out, and Potemkin will change his air movement trajectory. You won't preserve air movement options, but can fit in a fast normal before landing. If FRC'd during the second window, the Mega Fist attack will still come out, but safer.


Backward Mega Fist is superior to Forward in every way. High Level, more active frames, less recovery. Staggers on counter hit. Better as a raw attack than Forward, but not as great for follow-ups without a CH. Can be FRC'd on frames 26-27F, and 29-30F. Yes, it has two FRC windows. Yes, they're a frame apart. No, I don't know why.

Knocks down opponent on hit. Lower body invincible from 1F onwards. Potemkin is airborne from 5F onwards. Staggers opponent on ground CH (max 47F).

Slide Head

236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40,0 Low, unblockable 23 2(2)1 25 -11 1~16F, 26~35F Above Knees 5

One of Potemkin's more interesting moves, Slide Head has two different attacks during its active frames. 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.). If this connects, it knocks the opponent down, and keeps them there for an extra 40 frames over normal knockdown length, giving Pot time to advance.

When going for a knockdown with Slide Head, make sure you're not too close. If the first attack connects, the knockdown attack won't come out. Additionally, you should always be holding back after performing a Slide Head so that you can charge a Hammer Fall Break to get in. The FRC allows you to combo out of the knockdown when it launches the victim into the air. Slide Head's startup animation has upper body invincibility, but it won't usually help against jump-ins. (Specifically, frames 1-15 are invincible above the feet, and 26-35 are invincible above the knees.)

Above knees invincible 1~16F and 26~35F. Knocks down standing or crouching opponents. Followups are treated as OTG. 1st hit has initial prorate 90%. 2nd hit (quake) has Hitstop 0, Startup 27. Max of one hit. FRC timing 28-30F.

Hammer Fall

[4]6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 Mid 19~35 2 27 -18 1F~1st active frame: Armor 4

  • Potemkin's primary mobility and pressure tool.
  • Has a single hit of super armor that will cut the absorbed attack's damage in half. Any additional hits, or any Overdrive, will interrupt Hammer Fall.
  • Causes a knockdown when it connects on a grounded opponent, granting oki.
  • Requires 30F of charge to execute. Can be canceled into Hammer Fall Break by pressing P while Potemkin is moving (but before the attack portion begins).
  • Hammer Fall has a 3F FRC window on hit, block, or whiff. This window begins 3F after hitstop and on frame 3 of Potemkin's fist connecting on whiff. FRC grants significant plus frames (+14 on a first frame FRC) on block and a strong combo on hit.

Potemkin lunges forward with arms spread, then smashes them together when he reaches the opponent or reaches Hammer Fall's maximum distance. It is generally a good idea to charge Hammer Fall when possible for crucial followups, like after Slide Head. If you hold back immediately after inputting a 6H or 6K, you'll have Hammer Fall charged in time to cancel into it which combos at close range. At point blank, Potemkin can cancel into Hammer Fall Break from frame 2 until frame 10 despite being directly next to the opponent. Note that Potemkin cannot cancel the first frame of Hammer Fall, as he must first enter Hammer Fall before he is able to cancel it. Additionally, the lack of an input buffer requires P to be input distinctly after H.

Hammer Fall Break

P during Hammer Fall

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total: 15F - - -

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. FRC timing 4-11F.

F.D.B.

63214S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Flick 40 All 21 3 12 +2 4~14F Reflect 4
Projectile 16 All 1 - total: 22F - 1~End Strike 3

A powerful attack with two separate aspects: the attack and the reflect (see below). The attack portion is powerful, with a deceptively large hitbox (extended well beyond and above the flick itself) and good priority. If it hits a grounded opponent, they'll be staggered for a maximum of 65 frames. On block, they'll be pushed away a great distance, and a counter-hit will cause wallstick (untechable for 88 frames, while the actual stick lasts 28 frames).

Staggers opponent on ground hit (max 65F). Wall sticks opponent on CH (untechable for 88F, sticks for 28F). Can reflect projectiles from 4-14F. On successful reflect creates projectile (See F.D.B. Reflect).


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.

  • 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.
  • 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.

For a full list of projectiles F.D.B. can reflect, check F.D.B. Reflectable Projectiles.

FDB Reflectable Projectiles Table
Character Move
ABA Kihi (Purple Fireball; Normal Mode)

Konzetsu (Double Aerial Burst; Moroha mode)

Anji (FB) Shitsu (Butterfly projectile)

Shin: Ichishiki (Aerial fan projectiles)

Issei Ougi: Sai (Giant spinning fan) <SUPER>

Axl Rensengeki (Low Green Projectile)

Kokuugeki (Spinning Green Aerial Attack)

FB Kyokusa Geki (Upward Arcing Green Projectile)

Byakue Renshou (2nd Part Only) <SUPER>

Baiken (Air/FB) Tatami Gaeshi (Mats)
Bridget Yoyo Recall/Return (Burning YoYo)

Roger Hug (Homing Mechanism)

(FB) Jagged Roger (Roger with Blades)

(FB) Roger Get (Roger Divebomb)

Me and My Killing Machine (Flaming Bicycle) <SUPER>

Tragedy During Maintence (Anti-Air Explosion) <SUPER>

Chipp (FB) Gamma Blade (Light Blue Afterimage)
Dizzy Hunger Strike (Fish Laser)

Arctic Impaler (Ice Spike)

Flaming Spiral (Spinning Scythe)

(FB) Skull Crusher (Homing Spike)

Imperial Ray (Fire Pillars) <SUPER>

Gamma Ray (Big Laser) <SUPER>

Eddie Invite Hell (Drill)

Drill Special (FB Drill)

All Little Eddie attacks

Amorphous (Land Shark) <SUPER>

Faust Ai (Bomb Bag Head)

Bomb

Hammer

Meteor

Minis (Faust/Robo-Ky/Potemkin); only when grounded

Coin

Frying Pan

Dumbbell

Throw Item Super (Only the items listed above are flickable) <SUPER>

I-no F.S (Shockwave)

(Air/FB) Antidepressant Scale (Flat Note)

(Horizontal/Vertical) Chemical Love (Big Laser)

Longing Desperation (Ground Super) <SUPER>

Ultimate Fortissimo (Air Super) <SUPER>

Megalomania (Boss or EX type I-No only) <SUPER>

Jam Renhoukyaku (Giant Sphere) <SUPER>
Johnny Glitter is Gold (Coin; Horizontal Only)

Mist Finer (Draw Slashes)

Divine Blade (Vertical Gold Slash)

Justice Nuclear Blast (Small Bombs; All Versions except K)

Imperial Ray (Spinning Red Laser; Beam only) <SUPER>

Gamma Ray (Full Screen Laser; You'll get hit by the rest, though) <SUPER>

Kliff Houkou Gaeshi (Yellow Discs)

Shiki Otoshi (Glowing Dive Bomb)

FB & Air Houkou Gaeshi (Aerial Yellow Dragon Projectile)

Reflex Roar (Big Yellow Dragon Projectile) <SUPER>

Ky Stun Edge / Air Stun Edge (Lighting Shot)

(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)

FB Lightning Sphere (Electricity Ball, Replacement to Charged Stun Edge)

Sacred Edge (Glowing Blue Blade)<SUPER>

May Applause for the Victim (Dolphin Hoops)

FB Horizontal/Vertical Dolphin

Deluxe Tile Bomber (Black Whale after S.S.U.SW.) <SUPER>

Great Yamada Attack (Whale attack) <SUPER>

Millia (FB) Tandem Top (Discs)

Silent Force (Hair pin)

Secret Garden (Orb projectile)

Emerald Rain (Three Discs) <SUPER>

Order-Sol 6P (Afterimage Punch)

Blockhead Buster (Moderate Fire Burst; All levels)

Gun Blaze (Crossup Fire Pillar, Motion is Relative to Order Sol; all levels)

Charge Burst (Fire Ring, done during Charging)

Savage Fang (Big Fire Blast, All levels) <SUPER>

Potemkin FDB (Reflected projectile only)

Giganter (1st part; mirror only) <SUPER>

Robo-Ky 6P (Elbow Gunshot)

2H (Knee Missile)

Want some Ky? (Bazooka)

Aerial Want some Ky? (Aerial Missiles)

Sol (DI) Gunflame (Ground Hugging Flames)

Tyrant Rave ver. Beta (Huge Fire Blast, Second Hit Only)<SUPER>

Testament EXE Beast (Purple Ground Monster)

Phantom Soul (Floating Skull)

Crow Diving Attack (Phantom Soul/Curse mode)

Crow Feather Showers (Phantom Soul/Curse mode)

Nightmare Circular (Big Purple Skeleton)<SUPER>

Venom Stinger Aim (Horizontal Ball Shot)

Charged Stinger Aim (Regardless of the charge amount time)

Carcass Raid (Vertical Ball Shot)

Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion)

Dubious Curve (Ball Skull Bash, Only when the ball is in motion)

Dark Angel (Big Glowing Sphere)<SUPER>

Red Hail (Multi Shot Raid) <SUPER>

Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER>

Zappa Go Away and Don't Come Back! (Ghost Projectiles; All directions)

Darkness Anthem (Raoh's Orb Projectile; All directions)

Potemkin Buster

632146P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
160 176 pixels 3 1 - - 1~16F Throw
3~5F All
-

Your go-to move, that which all of Potemkin's game plan is centered around. With 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.

Front leg invincible 1-2F. Fully invincible 3-5F. Throw invincible 1-16F. On whiff, recovery is 40F total. Dizzy modifier x0.5. Forced proration 75%.

Has 12F afterwards to follow-up attack, for example with c.S in the corner, and with f.S midscreen against some characters.

Heat Knuckle

623H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 15×2, 40 Unblockable, Fx3 14 1 22 - - 1,5×3

Potemkin snatches his opponent out of the air and burns them for a while, before unceremoniously dropping them to the ground in front of you for great oki. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air is somewhat limited. If it misses, it can be FRC'd to make it safe. Fun fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them).

Can only hit airborne opponents. 1st-3rd hits fully untechable. 4th hit floats opponent on hit (untechable for 45F). Can input motion for followup Heat Extend for 50F after Potemkin grabs them (visually, you have until the 3rd hit). 1st hit can be SBed. FRC timing 24-25F on whiff only.

Heat Extend

63214H during Heat Knuckle

Force Breaks

Judge Gauntlet

63214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
85 Mid 28 [10] 6 28 -15 2~28F Armor 5

  • Has armor from 2f onwards. Armor will absorb multiple hits. Hits absorbed by super armor deal half damage, and Overdrives are never absorbed.
  • On frames 2-23, any hit will activate super armor. If hit in the first five frames of a super armor flash, super armor resets and can absorb another hit.
  • On frames 24-28, any hit will cause the attack to occur immediately (with 10 frames of startup). The same is true if hit during frames 6-10 of a super armor flash, or if hit seven times during a super armor flash.
  • Ground bounces the opponent on hit. If the opponent was grounded during the hit, it's untechable for 38 frames.
  • Startup can be cancelled with P, but this has no practical usage.

Judge Gauntlet only exists 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)
, and should be avoided. While you can gimmick people with the cancel or occasionally throw it out as a panic option against a guy running flowchart offense, it's an extremely slow telegraphed reversal that even informs your opponent if they hit it to jump/roman/special/whatever cancel to make themselves safe and then punish you. It also loses to meaties, as it's not frame 1 invincible. Lastly, the hitbox its self is pretty bad and will miss often. Yeah, it looks cool. Don't use it.

Additional Frame Data: Ground bounces opponent on hit (ground hit untechable for 38F). Initial prorate 85%. Potemkin absorbs enemy attacks between 2-28F. If Potemkin gets hit between 2-23F, then he goes into endurance stance immediately. If Potemkin gets hit between 24-28F, then he attacks immediately. Attack starts 10F after the start of endurance stance (getting hit again resets the 10F startup). Potemkin immediately attacks after getting hit 7+ times while in endurance stance. Potemkin takes half damage while absorbing hits. Potemkin cannot absorb supers. Can input P to cancel between 6~24F. Cancel animation is 14F.

Aerial Potemkin Buster

j.632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0,140 F 5 1 12 after landing - - 5

A bit trickier to use than the standard Buster. It will connect as part of a combo, but you can't cancel into it from air normals, so you'll mostly use it from midair jump cancels, or as a followup to ground attacks like counter-hit 6P, a 2H followed by Hammerfall Break, or c.S in the corner. In the corner, c.S to APB loops into itself, creating the Potemkin Bus Tour, which has no stops and only lets you off when you're dead.

Aerial Potemkin Buster can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it. If it connects while jumping forward or backward the buster will fall toward the opposite direction.

Knocks down opponent on hit. Potemkin is in CH state till landing. Potemkin is in crouching state during landing recovery.2nd hit has forced prorate 75%. On hit, Potemkin jumps in the direction opposite to the direction he was originally traveling. Can RC only if blocked. FRC timing 9-11F after throw.

Overdrives

Giganter

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
45 All 9+8 48 total 41 +9 1~9F All
10~16F Strike
5

Potemkin throws out a wall of shimmering energy (usually referred to as "the mirror") that slowly travels in front of him. The mirror will always come out once the input is done, even if Potemkin is hit out of it. The mirror absorbs most projectiles, and will continue traveling forward even if it doesn't. If the opponent is hit while grounded, they'll be staggered for a maximum of 55 frames, and on air hit it causes float and is untechable for 75 frames. In addition to all that, it has a 3x dizzy modifier. Can be canceled into Gigantic Bullet during frames 16-29.

Fully invincible 1-9F. Strike invincible 10-16F. Staggers opponent on ground hit (max 55F). Untechable for 75F. Dizzy modifier x3. Can cancel into Gigantic Bullet from 16-29F. Shield destroys most other projectiles on contact. Shield always goes active on successful input.

Gigantic Bullet

4123641236P during Giganter

Heavenly Potemkin Buster

236236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
170 - 12+1 15 10 - 1~12F All
13~27F Upper Body
-

Potemkin launches upward at a ~40 degree angle, grabbing his opponent out of the air and bringing them crashing back down to earth. Potemkin is invincible until he leaves the ground, at which point he has upper body invincibility for 15 frames, allowing HPB to be used as an anti-air in most instances. Keep in mind that it's not completely safe, though - many moves can beat it outright, and sometimes it will whiff completely, seemingly for no reason. Heavenly Potemkin Buster will always connect after a 2H, but you have to cancel into it as soon as the 2H connects.

Fully invincible 1-12F. Upper body invincible 13-27F. Potemkin is airborne from 13F onwards. Knocks down opponent on hit. Dizzy modifier x0.5.

Instant Kill

Magnum Opera

During IK Mode: 236236H

Colors

GGACR Potemkin normal p.png
GGACR Potemkin normal k.png
GGACR Potemkin normal s.png
GGACR Potemkin normal h.png
GGACR Potemkin normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Potemkin ex p.png
GGACR Potemkin ex k.png
GGACR Potemkin ex s.png
GGACR Potemkin ex h.png
GGACR Potemkin ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Potemkin slash p.png
GGACR Potemkin slash k.png
GGACR Potemkin slash s.png
GGACR Potemkin slash h.png
GGACR Potemkin slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Potemkin reload p.png
GGACR Potemkin reload k.png
GGACR Potemkin reload s.png
GGACR Potemkin reload h.png
GGACR Potemkin reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Potemkin normal h.png
AC Potemkin normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Potemkin/Data.