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. 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.

Playstyle
Potemkin lumbers through neutral to headlock his opponent into a terrifying vortex of death
Pros Cons
  • Potemkin Buster: The grab that defined every future anime grappler. No move matches its speed, damage, and range. Its sheer existence instills dread in every choice the opponent makes, including defending.
  • Hammerfall: Sees obvious use as an armored charging move to challenge pokes, but the real meat comes from its application in Hammerfall Break Pressure—a way to gain frame advantage and correct spacing.
  • Hits Like A Freight Train: Normals have ginormous base damage, reach and active time. Potemkin easily deals over 50% from several starters.
  • Chokeholds His Opponent: Gets great knockdowns off of everything, turning his opponent's defense into paste in a matter of seconds.
  • Defensive Buster: Toolkit lends itself excellently to universal defensive options like Instant Block, Slashback and Backdash. His throws also have great range and reward. Pressuring Potemkin is quite scary!
  • Built Like A Tank: Has the highest defense and stun modifier in the game.
  • Horrid Mobility: Cannot dash or airdash, limiting his options to simply walking forward. Hammerfall is not a suitable replacement for either of these, and as such neutral requires strong patience and decision-making.
  • Runaway Matchups: Potemkin's awful movement is accentuated when opponents don't need to come to him to be effective. He struggles against foes who gain advantage from running away and laming him out.
  • Big: Susceptible to F-ShikiSometimes 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, instant overheads, and specific combos.

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 FallGGAC Potemkin 46H.pngGuard:
Mid
Startup:
19~35
Recovery:
27
Advantage:
-18
, and then canceling the Hammer Fall with Hammer Fall BreakGGAC Potemkin hammerBreak.pngGuard:
-
Startup:
-
Recovery:
Total 15
Advantage:
-
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: 2HGGAC Potemkin 2H.pngGuard:
Mid
Startup:
13
Recovery:
35
Advantage:
-21
is -21 on block. When HFB is used it becomes +2 on block. Similarly, 2SGGAC Potemkin 2S.pngGuard:
Mid
Startup:
13
Recovery:
16
Advantage:
-2
goes from a -2 on-block move into a 0 on block move with the threat of a 3 frame command grabGGACR Potemkin 632146P.pngGuard:
176 pixels
Startup:
3
Recovery:
37
Advantage:
-
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
Toggle Chart Off
Toggle Chart On
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

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

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

5D

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.

  • 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.

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, 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 doGGACR Potemkin 632146P.pngGuard:
176 pixels
Startup:
3
Recovery:
37
Advantage:
-
.

If the situation allows it, a safejump is the preferred way to enforce the aforementioned mixup. While 6K has throw invulnerability on startup, it ends 3 frames before the attack hits. For this reason, its usage as a point-blank meaty will lose to reversal throws. Timing the attack late will allow it to shrug through throw attempts, but then it won't catch most characters' jump startup, among other problems.

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

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 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

2K

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
16 Low 7 4 14 -6 - 2

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

2S

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
36 Mid 13 3 16 -2 - 4

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 HFBGGAC Potemkin hammerBreak.pngGuard:
-
Startup:
-
Recovery:
Total 15
Advantage:
-
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

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.

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

2D

j.P

j.K

j.S

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 Until landing 8 after landing - - 4

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.

Universal Mechanics

Ground Throw

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

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.

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 Above Feet,
26~35F Above Knees
5

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.

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 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

[4]6H > P

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 15 - - -

HFB Frame Advantage Cheat Sheet  
Attack On-Block On Block + HFB
5P -1 -7
2P -2 -7
c.S 0 -3
5K -4 -3
2K -6 -5
2S -2 0
2D -5 -3
6K -4 +2
5H -4 +2
f.S -11 -3
6P -9 0
6H -11 +7
2H -21 +2

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.

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 22 - 1~End Strike 3

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  
Character Flickable Moves
A.B.A
  • AvoidanceGGAC ABA kihi.pngGuard:
    All
    Startup:
    35
    Recovery:
    Total 40
    Advantage:
    +18
  • FB AvoidanceGGAC ABA kihi.pngGuard:
    All
    Startup:
    51
    Recovery:
    Total 38
    Advantage:
    +45
    (Explosion only.)
  • EradicationGGAC ABA konzetsu.pngGuard:
    All
    Startup:
    16(17)
    Recovery:
    Until landing+12
    Advantage:
    -
  • AltercationGGAC ABA henshitsu.pngGuard:
    Mid
    Startup:
    15+2
    Recovery:
    13
    Advantage:
    +5
    (Must input before the super flash.)
Anji Mito
  • ShitsuGGAC Anji Shitsu.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 48
    Advantage:
    -7
    /FB ShitsuGGAC Anji FBShitsu.pngGuard:
    All, High/Air×2
    Startup:
    21
    Recovery:
    Total 50
    Advantage:
    -9
    (Both forms.)
  • Shin: IsshikiGGAC Anji ShinIsshiki.pngGuard:
    All
    Startup:
    36
    Recovery:
    Total 50+8 after landing
    Advantage:
    +17
  • Issei Ougi: SaiGGAC Anji IsseiOugiSai.pngGuard:
    All
    Startup:
    7+3
    Recovery:
    63
    Advantage:
    -40
    (Must input before the super flash.)
Axl Low
  • Rensen GekiGGAC Axl Rensen.pngGuard:
    Mid
    Startup:
    12
    Recovery:
    39
    Advantage:
    -15
  • Kokuu GekiGGAC Axl KokuuGeki.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    Until Landing+12
    Advantage:
    -
  • FB Kyokusa GekiGGAC Axl Kyokusa.pngGuard:
    Mid
    Startup:
    8
    Recovery:
    30
    Advantage:
    -8
  • Byakue RenshouGGAC Axl Byakue-2.pngGuard:
    Mid
    Startup:
    14+1
    Recovery:
    41
    Advantage:
    -14
    (Second part only.)
Baiken
  • Tatami GaeshiGGAC Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    9
    Advantage:
    -6
    /FB Tatami GaeshiGGACR Baiken 236D.pngGuard:
    All
    Startup:
    14
    Recovery:
    Total 47
    Advantage:
    -3
Bridget
  • Yoyo RecallGGAC Bridget YoyoCallback-1.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 20
    Advantage:
    +22
  • Jagged RogerGGAC Bridget 214H.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 32
    Advantage:
    +36
    /FB Jagged RogerGGAC Bridget 214H.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 39
    Advantage:
    +54
    (Following hits still have to be blocked.)
  • Roger HugGGAC Bridget 623H.pngGuard:
    All
    Startup:
    34
    Recovery:
    Total 40
    Advantage:
    +20
    (The yoyo will still stick to you.)
  • Roger GetGGAC Bridget 421H.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 30
    Advantage:
    -
    (Flicking Roger in the air cancels the ground hit.)
  • Maintenance DisasterGGAC Bridget 4123641236S.pngGuard:
    Mid
    Startup:
    4+0
    Recovery:
    Total 44
    Advantage:
    -
    (Must be timed extremely well before the super flash.)
  • Me and My Killing MachineGGAC Bridget 632146H.pngGuard:
    All
    Startup:
    1+23
    Recovery:
    Total 32
    Advantage:
    -
    (Following hits still have to be blocked unless you're on the very edge of it.)
Chipp Zanuff
  • Gamma BladeGGAC Chipp 41236H.pngGuard:
    All
    Startup:
    15
    Recovery:
    29
    Advantage:
    +5
    /FB Gamma BladeGGAC Chipp 41236H.pngGuard:
    All
    Startup:
    15
    Recovery:
    19
    Advantage:
    +15
Dizzy
  • It Started Out as Just LightGGAC Dizzy 236K.pngGuard:
    All
    Startup:
    32
    Recovery:
    Total 51
    Advantage:
    +11
  • I Use This to FishGGAC Dizzy 236H.pngGuard:
    All
    Startup:
    14
    Recovery:
    42
    Advantage:
    -23
  • My Talking BuddiesGGAC Dizzy 214P.pngGuard:
    All
    Startup:
    34+43
    Recovery:
    Total 36
    Advantage:
    -
    (S/H versions, resulting projectile will destroy the fish.)
  • I Use This to Get FruitGGAC Dizzy 421S.pngGuard:
    All
    Startup:
    22
    Recovery:
    Total 37
    Advantage:
    -
    /FB I Use This to Get FruitGGACR Dizzy 421D.pngGuard:
    All
    Startup:
    31
    Recovery:
    Total 47
    Advantage:
    -
  • Please Leave Me AloneGGAC Dizzy j214P.pngGuard:
    All
    Startup:
    13
    Recovery:
    -
    Advantage:
    -
    /FB Please Leave Me AloneGGAC Dizzy j214D.pngGuard:
    All
    Startup:
    13
    Recovery:
    -
    Advantage:
    -
    (Pop only.)
  • Imperial RayGGAC Dizzy 632146S.pngGuard:
    All
    Startup:
    7+0
    Recovery:
    Total 41
    Advantage:
    -
    (F.D.B. can be input during the super flash if you aren't point blank.)
  • Gamma RayGGAC Dizzy 64641236H-2.pngGuard:
    All
    Startup:
    16+7
    Recovery:
    -
    Advantage:
    -31
    (F.D.B. can be input during the super flash at any range.)
Eddie
  • Invite HellGGAC Eddie 22S.pngGuard:
    Low/Air
    Startup:
    18
    Recovery:
    Total 42
    Advantage:
    +2
  • Overhead AttackGGAC Eddie LilEddieD.pngGuard:
    High/Air
    Startup:
    28
    Recovery:
    Total 37
    Advantage:
    -
  • Drill Special ViceGGAC Eddie LilEddieWeissH.pngGuard:
    Low/Air×2, All
    Startup:
    147
    Recovery:
    Total 139
    Advantage:
    -
  • Drill SpecialGGAC Eddie 22D.pngGuard:
    Low/Air, All×2
    Startup:
    20
    Recovery:
    Total 62
    Advantage:
    +8
  • AmorphousGGAC Eddie 632146H.pngGuard:
    Mid
    Startup:
    8+8
    Recovery:
    28
    Advantage:
    -17
    (F.D.B. can be input at mid-range on reaction, but it hits if you're too close.)
Faust
  • LoveGGAC Faust j236P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39+5 after landing
    Advantage:
    -
  • What Could This Be?GGAC Faust 236P.pngGuard:
    -
    Startup:
    13~
    Recovery:
    Total 23
    Advantage:
    -
    /W-W-What Could This Be?GGAC Faust 236P.pngGuard:
    -
    Startup:
    1+6
    Recovery:
    Total 51
    Advantage:
    -
    • BombGGXXACR Faust Bomb.pngGuard:
      All
      Startup:
      134 [132]
      Recovery:
      -
      Advantage:
      -
      (Explosion only.)
    • Chibi FaustGGAC Faust Chibi Faust.pngGuard:
      All
      Startup:
      39 [35]
      Recovery:
      -
      Advantage:
      -
      /Chibi Robo-KyGGAC Faust Chibi Robo-Ky.pngGuard:
      All
      Startup:
      39 [35]
      Recovery:
      -
      Advantage:
      -
      /Chibi PotemkinGGAC Faust Chibi Potemkin.pngGuard:
      All
      Startup:
      13 [9]
      Recovery:
      -
      Advantage:
      -
      (Chibi Potemkin can be flicked three times.)
    • CoinGGXXACR Faust Coin.pngGuard:
      All
      Startup:
      13 [9]
      Recovery:
      -
      Advantage:
      -
    • DumbbellGGXXACR Faust Dumbell.pngGuard:
      All
      Startup:
      13
      Recovery:
      -
      Advantage:
      -
    • HammerGGXXACR Faust Hammer.pngGuard:
      All
      Startup:
      13 [9]
      Recovery:
      -
      Advantage:
      -
    • MeteorsGGXXACR Faust Meteors.pngGuard:
      All
      Startup:
      196 [192]
      Recovery:
      -
      Advantage:
      -
    • Wash PanGGXXACR Faust Tarai.pngGuard:
      All
      Startup:
      See notes
      Recovery:
      -
      Advantage:
      -
I-No
  • f.SGGAC Ino fS.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 34
    Advantage:
    +5
  • Antidepressant ScaleGGAC Ino 214P.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 50
    Advantage:
    -11
    /FB Antidepressant ScaleGGAC Ino 214D.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 42
    Advantage:
    +10
  • Horizontal Chemical LoveGGAC Ino 632146K.pngGuard:
    All
    Startup:
    11
    Recovery:
    12+8 after landing
    Advantage:
    +3
  • Vertical Chemical LoveGGAC Ino 632146S.pngGuard:
    All
    Startup:
    11
    Recovery:
    32+13 after landing
    Advantage:
    -8
  • Ultimate FortissimoGGAC Ino j2363214S.pngGuard:
    All
    Startup:
    7+0
    Recovery:
    Until landing
    Advantage:
    +27
    (Can be flicked on reaction if I-No is high enough.)
  • Longing DesperationGGAC Ino 632146H.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    10
    Advantage:
    +1
    (Can be flicked on reaction at a distance.)
Jam Kuradoberi
  • RenhoukyakuGGAC Jam 632146H.pngGuard:
    All
    Startup:
    10+0
    Recovery:
    9
    Advantage:
    +1
    (Must input before the super flash.)
Johnny
  • Glitter is GoldGGACR Johnny Glitter.pngGuard:
    All
    Startup:
    5
    Recovery:
    Total 20
    Advantage:
    +4
  • Mist FinerGGAC Johnny 236K.pngGuard:
    All
    Startup:
    9+6
    Recovery:
    33
    Advantage:
    -19
    (All versions and levels. The projectile beats out the additional hits of Lv3.)
  • Divine BladeGGAC Johnny 623SS.pngGuard:
    All
    Startup:
    5+7
    Recovery:
    Until landing+7
    Advantage:
    -
    (Projectile might go the wrong way if Johnny crosses you up.)
Justice
  • S.B.T.GGAC Justice 421K.pngGuard:
    Mid, All
    Startup:
    7
    Recovery:
    36
    Advantage:
    -10
    (Second hit only.)
  • N.B.GGACR Justice 22X.pngGuard:
    All
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    (Can flick during travel or upon detonation.)
  • Imperial RayGGAC Justice 641236S.pngGuard:
    All
    Startup:
    5+2
    Recovery:
    25
    Advantage:
    +8
  • Gamma RayGGAC Justice 46463214H.pngGuard:
    All
    Startup:
    10+1
    Recovery:
    36
    Advantage:
    -5
    (You will still have to block the rest regardless.)
Kliff Undersn
  • Bellowing RoarGGAC Kliff 236P.pngGuard:
    All
    Startup:
    16
    Recovery:
    Total 46
    Advantage:
    +3
    /FB Bellowing RoarGGAC Kliff j236D.pngGuard:
    All
    Startup:
    8
    Recovery:
    25
    Advantage:
    -
  • Limb SevererGGAC Kliff j41236S.pngGuard:
    High/Air, All
    Startup:
    14
    Recovery:
    26
    Advantage:
    -6
    (Shockwave only.)
  • Reflex RoarGGAC Kliff 236236H.pngGuard:
    All
    Startup:
    17+6
    Recovery:
    19
    Advantage:
    -28
  • TauntGGAC Kliff taunt.pngGuard:
    All
    Startup:
    61
    Recovery:
    Total 120
    Advantage:
    -
Ky Kiske
  • j.DGGAC Ky jD.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 20+11 after landing
    Advantage:
    -
  • Stun EdgeGGAC Ky StunEdge.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 41
    Advantage:
    -5
    /Air Stun EdgeGGAC Ky AirStunEdge.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 59+14 after landing
    Advantage:
    -
  • Charged Stun EdgeGGAC Ky CSE.pngGuard:
    All
    Startup:
    43
    Recovery:
    Total 68
    Advantage:
    +18
    /Air Charged Stun EdgeGGAC Ky ACSE.pngGuard:
    All
    Startup:
    31
    Recovery:
    Total 63+14 after landing
    Advantage:
    -
  • Lightning SphereGGAC Ky Orb.pngGuard:
    Mid
    Startup:
    6
    Recovery:
    4
    Advantage:
    +8
  • Stun RaisingGGACR Ky j214D.pngGuard:
    Mid
    Startup:
    45
    Recovery:
    Total 22
    Advantage:
    -
  • Sacred EdgeGGAC Ky SacredEdge.pngGuard:
    All
    Startup:
    5+3
    Recovery:
    Total 36
    Advantage:
    +13
    (Reactable if you aren't point blank.)
May
  • Applause for the VictimGGAC May 41236P.pngGuard:
    All
    Startup:
    49
    Recovery:
    -
    Advantage:
    3
  • Go, Mr. Dolphin! HorizontalGGAC May 46SD.pngGuard:
    All
    Startup:
    1
    Recovery:
    Until landing+11
    Advantage:
    +13
    /Go, Mr. Dolphin! VerticalGGAC May 28SD.pngGuard:
    All
    Startup:
    1
    Recovery:
    Total 16
    Advantage:
    -
  • Deluxe Goshogawara BomberGGAC May 63214SP.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    14
    Advantage:
    +20
    (Orca only.)
  • Great Yamada AttackGGAC May 236236S.pngGuard:
    Mid
    Startup:
    9+0
    Recovery:
    Total 74
    Advantage:
    -
Millia Rage
  • Tandem TopGGAC Millia 236S.pngGuard:
    All
    Startup:
    11
    Recovery:
    15
    Advantage:
    -1
    /FB Pretty MazeGGAC Millia 236D.pngGuard:
    All
    Startup:
    43
    Recovery:
    Total 33
    Advantage:
    -
    (H and D versions become active later into their animations.)
  • Silent ForceGGAC Millia j214S.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total 13
    Advantage:
    -
  • Secret GardenGGAC Millia 214H.pngGuard:
    All
    Startup:
    56
    Recovery:
    Total 74
    Advantage:
    -
    /FB Secret GardenGGAC Millia j214D.pngGuard:
    All
    Startup:
    34
    Recovery:
    Total 68
    Advantage:
    -
  • Emerald RainGGAC Millia 236236S.pngGuard:
    All
    Startup:
    4+2
    Recovery:
    Total 75
    Advantage:
    -3
Order-Sol
  • 6PGGAC OSol 6P.pngGuard:
    Mid
    Startup:
    20
    Recovery:
    9
    Advantage:
    +2
  • Blockhead BusterGGAC OSol 236P.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 42
    Advantage:
    -2
    (All levels. Initial close range hit is not a porejectile. Lv3 still needs to be blocked.)
  • Gun BlazeGGAC OSol 214S.pngGuard:
    All
    Startup:
    23
    Recovery:
    Total 44
    Advantage:
    +9
  • Charge BurstGGAC OSol 214DH.pngGuard:
    All
    Startup:
    19
    Recovery:
    35
    Advantage:
    -10
  • Savage FangGGAC OSol 632146P.pngGuard:
    All
    Startup:
    3+2
    Recovery:
    27
    Advantage:
    -13
    (All levels. Lv1 and 2 can be done on reaction if you're a character width away. Lv3 requires a close range read.)
Potemkin
  • GiganterGGAC Potemkin 632146H.pngGuard:
    All
    Startup:
    9+8
    Recovery:
    Total 41
    Advantage:
    +9
  • F.D.B. ReflectGGAC Potemkin flickBullet.pngGuard:
    All
    Startup:
    1
    Recovery:
    Total 22
    Advantage:
    -
    (New projectile is made on every reflect.)
Robo-Ky
  • 6PGGAC RoboKy 6P.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    36
    Advantage:
    -4
    (You'll need to block if they continue to mash.)
  • 2HGGAC RoboKy 2H-1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    Total 51
    Advantage:
    -7
  • Don't Get Coc-KY!GGAC RoboKy 236S.pngGuard:
    All
    Startup:
    24
    Recovery:
    Total 57
    Advantage:
    +22
    (All levels.)
  • Jun-KY BargainGGAC RoboKy j236S.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total 47+14 after landing
    Advantage:
    -
    (All levels.)
Sol Badguy
  • Gun FlameGGAC Sol 236P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 50
    Advantage:
    -3
    /DI Gun FlameGGACR Sol 236P DI.pngGuard:
    All
    Startup:
    20
    Recovery:
    7
    Advantage:
    +7
  • FB Tyrant RaveGGAC Sol 46D.pngGuard:
    All
    Startup:
    3+1
    Recovery:
    35
    Advantage:
    -6
  • Tyrant Rave ver. BetaGGAC Sol 632146H.pngGuard:
    Mid
    Startup:
    5+1
    Recovery:
    31
    Advantage:
    -15
    (Second hit only.)
Testament
  • Phantom SoulGGACR Testament 236K.pngGuard:
    All
    Startup:
    31
    Recovery:
    Total 47
    Advantage:
    -
    /FB Phantom SoulGGACR Testament 236D.pngGuard:
    -
    Startup:
    80
    Recovery:
    Total 35
    Advantage:
    -
    (You will still get cursed by FB version.)
  • Curse AttacksGGACR Testament crowAttacks.pngGuard:
    All
    Startup:
    35
    Recovery:
    16
    Advantage:
    -
    (Nosedive and thrown feathers only.)
  • EXE BeastGGAC Testament 41236S.pngGuard:
    All
    Startup:
    22~81+6
    Recovery:
    Total 38
    Advantage:
    +16
  • Nightmare CircularGGAC Testament 632146H.pngGuard:
    All
    Startup:
    0+226
    Recovery:
    Total 21
    Advantage:
    -
    (Reactable at any range.)
Venom
  • Hit BallGGAC Venom Inert Ball.pngGuard:
    All
    Startup:
    N/A
    Recovery:
    N/A
    Advantage:
    Variable
    /Lightning BallGGAC Venom lightningBall.pngGuard:
    All
    Startup:
    N/A
    Recovery:
    N/A
    Advantage:
    Variable
    (Can only be flicked when in motion.)
  • Stinger AimGGAC Venom 46S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 37
    Advantage:
    +2
    /FB Stinger AimGGAC Venom 46S.pngGuard:
    All
    Startup:
    9
    Recovery:
    Total 38
    Advantage:
    -3
  • Carcass RaidGGAC Venom 28S.pngGuard:
    All
    Startup:
    16
    Recovery:
    Total 34
    Advantage:
    +8
    /FB Carcass RaidGGAC Venom 28H.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 32
    Advantage:
    +7
  • Dark AngelGGAC Venom 214236S.pngGuard:
    All
    Startup:
    7+18
    Recovery:
    Total 35
    Advantage:
    -
    (Still need to block the remaining hits after a successful flick.)
  • Red HailGGAC Venom j236236H.pngGuard:
    All
    Startup:
    10+0
    Recovery:
    Total 91+9 after landing
    Advantage:
    -
    (Can be flicked multiple times with proper timing.)
Zappa
  • Please Don't Come BackGGAC Zappa SonoMama.pngGuard:
    All
    Startup:
    9
    Recovery:
    Total 39
    Advantage:
    -6
    • BananaGGAC Zappa banana.pngGuard:
      Low
      Startup:
      -
      Recovery:
      -
      Advantage:
      -
      (Must be flicked before landing.)
    • Golf BallGGAC Zappa golfball.pngGuard:
      All
      Startup:
      38
      Recovery:
      -
      Advantage:
      -
    • Potted PlantGGAC Zappa hachiue.pngGuard:
      All
      Startup:
      1
      Recovery:
      -
      Advantage:
      -
  • Darkness AnthemGGAC Zappa darkness.pngGuard:
    Mid
    Startup:
    25
    Recovery:
    8
    Advantage:
    +7
    (Difficult but possible to flick the unlaunched orb.)

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 37 - 1~2F Front Foot
1~16F Throw
3~5F All
-

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.

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, FD×3 14 1 22 - - 1, 5×3

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).

Heat Extend

623H > 63214H

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
95 FD - - - - Strike 5

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
Notes
Sol Volcanic ViperGGAC Sol 623S.pngGuard:
All
Startup:
5
Recovery:
Until landing+10
Advantage:
-
Falls slowly if cancelled.
Ky Vapor ThrustGGAC Ky VaporThrust.pngGuard:
Mid
Startup:
9
Recovery:
32+13 after landing
Advantage:
-34
Always loses.
Ride The LightningGGAC Ky RTL.pngGuard:
All
Startup:
7+1
Recovery:
Until landing+3
Advantage:
-
Drifts down towards Potemkin.
Chipp Beta BladeGGAC Chipp 623S.pngGuard:
All
Startup:
3
Recovery:
Until landing+8
Advantage:
-
(both)
Falls slowly if cancelled.
I-No FB SultryGGAC Ino j236D.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-
Requires strange timing. Falls slowly.
Ultimate FortissimoGGAC Ino j2363214S.pngGuard:
All
Startup:
7+0
Recovery:
Until landing
Advantage:
+27
Always loses.
Order-Sol Storm ViperGGAC OSol 623H.pngGuard:
All
Startup:
8
Recovery:
Until landing+8
Advantage:
-
Launches Sol up, bad situation for him.
Eddie ExecutorGGAC Eddie j236236S.pngGuard:
All
Startup:
4+7
Recovery:
37 after appearing
Advantage:
-
Punishable with Buster. Just FD/SB instead.
  • ABA, Bridget, Jam, Johnny, Millia, Robo-Ky, Slayer and Zappa must time it to explosion.

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

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

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 FD 5 1 Until landing+12 - 1~9F Throw 5

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.

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

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.

Gigantic Bullet

632146H > 4123641236P

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
126 Mid 51 24 14 -19 - 5

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

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 Unblockable 12+1 15 10 - 1~12F All
13~27F Upper Body
-

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.

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
AC Potemkin normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Potemkin reload p.png
GGACR Potemkin reload k.png
GGACR Potemkin reload s.png
GGACR Potemkin reload h.png
AC Potemkin normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Potemkin slash d.png
GGACR Potemkin reload d.png
Gold2
Shadow2
*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.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

External References

Navigation

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