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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.
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 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.  
For as awesome as this looks and sounds, this move is complete garbage 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. Even then, in many situations the downwards-angled punch will prove to be your undoing as the move will miss. Any competent player can punish you harshly for using this. If you really need a quick armored reversal, just use Hammerfall. Don't waste your meter on this.
 
'''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.''
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Revision as of 20:23, 17 June 2021

Overview

Template:CharaOverview

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. Invulnerability

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. Invulnerability

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. Invulnerability

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. Invulnerability

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. Invulnerability

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. Invulnerability

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. Invulnerability

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. Invulnerability

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. Invulnerability
Forward
236P
Backward
214P

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 25 or 26 (the first two active frames).

Knocks down opponent on hit. Lower body invincibile from 1F onwards. Potemkin is airborne from 4F onwards. Level 2 attack on block. FRC timing 16~17F and 25~26F. 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 25-26, and 28-29. 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 invincibile from 1F onwards. Potemkin is airborne from 5F onwards. Staggers opponent on ground CH (max 47F). FRC timing 25~26F and 28~29F.

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. Invulnerability

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 26~28F.

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. Invulnerability

Hammer Fall is Potemkin's dash attack, allowing him to clear a large amount of space in a short amount of time if you can find 30 frames to charge it. While rushing forward, Potemkin gets one hit's worth of super armor, and will take only half damage from that hit. Any additional hits will interrupt Hammer Fall, and any Overdrive hit will interrupt him regardless. Hitting a grounded opponent will cause knockdown. It's usually a good idea to charge Hammer Fall when not doing anything else, or to follow up on certain moves. You'll almost always want to charge Hammer Fall after a Sliding Head, for example. If you hold back immediately after inputting a 6H, you'll have Hammer Fall charged in time to cancel into it. At close range, this will even combo.

The startup time depends on distance: 19 is the startup at the shortest possible range, 27 at the longest. Hammer Fall can be FRC'd immediately after its two active frames.

Knocks down opponent on ground hit (untechable for 22F). Must charge back for 30F to perform Hammer Fall. Startup varies with distance from opponent. FRC timing 1F after Active. (Update: FRC window is actually 2 frames instead of 1, and not tied to the active frames. Further testing needs to be done for the exact FRC window on block/hit/whiff. Example)

Can cancel into Hammer Fall Break from 2F until 9F before the end of Startup. Gains super armor that can absorb one (non-super) hit for half damage from 1F until 1st active frame. Untechable for 22 frames.

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. Invulnerability

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. FRC timing 3-10F.

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. Invulnerability
Flick
Projectile

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. Invulnerability

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. Potemkin is completely invincible on frames 3-5, throw invincible on frames 1-16. Can be followed up with c.S in the corner, and with f.S midscreen against some characters. If you whiff, the entire animation will take 40 frames.

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.

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. Invulnerability

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. Invulnerability

Once started, Potemkin pulls back his fist and prepares to swing. This preparation has two phases, and both phases have super armor similar to Hammer Fall, except they will absorb multiple hits. Ground bounces the opponent on hit. If the opponent was grounded during the hit, it's untechable for 38 frames. 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. Hits absorbed by super armor deal half damage, and Overdrives are never absorbed. 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.

For as awesome as this looks and sounds, this move is complete garbage 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. Even then, in many situations the downwards-angled punch will prove to be your undoing as the move will miss. Any competent player can punish you harshly for using this. If you really need a quick armored reversal, just use Hammerfall. Don't waste your meter on this.

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. Invulnerability

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, an FRC'd 2H, 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. Invulnerability

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. Invulnerability

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

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available 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

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