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* '''Obscene Damage''': Potemkin hits like a freight train on fire. His basic meterless combos deal pretty decent damage, but his metered combos can easily deal 60-70% of an opponents health. Potemkin Buster also infamously deals a disgusting ''160'' damage, which allows Potemkin to end rounds shockingly fast.
* '''Obscene Damage''': Potemkin hits like a freight train on fire. His basic meterless combos deal pretty decent damage, but his metered combos can easily deal 60-70% of an opponents health. Potemkin Buster also infamously deals a disgusting ''160'' damage, which allows Potemkin to end rounds shockingly fast.
* '''Brawling King''': Potemkin has an amazing offensive moveset for opening up his opponents. He has an overhead, a quick low, a command grab, and unblockables with meter. Vaccuming effects on many of his normals also prevent Potemkin's enemies from being pushed away by his blockstrings.
* '''Brawling King''': Potemkin has an amazing offensive moveset for opening up his opponents. He has an overhead, a quick low, a command grab, and unblockables with meter. Low pushback on his normals and a vaccuming effect on {{clr|3|2S}} also prevent Potemkin's enemies from being pushed away by his blockstrings.
* '''Peerless Throw Game''': Central to Pot's gameplan is Potemkin Buster, ''the'' best command grab in the game. Think of this as a 1/3 screen unblockable which deals 25-40% of somebody's lifebar. Pot's ground and airthrow also have top shelf damage and range, allowing him to yoink airborne opponents right out of the sky.
* '''Peerless Throw Game''': Central to Pot's gameplan is Potemkin Buster, ''the'' best command grab in the game. Think of this as a 1/3 screen unblockable which deals 25-40% of somebody's lifebar. Pot's ground and airthrow also have top shelf damage and range, allowing him to yoink airborne opponents right out of the sky.
* '''Big Hitboxes''': Large attacks with high damage can make Pot difficult to approach for other characters who need to get in close range.
* '''Big Hitboxes''': Large attacks with high damage can make Pot difficult to approach for other characters who need to get in close range.

Revision as of 17:36, 23 May 2022

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.

 Potemkin  Potemkin is a slow behemoth who makes life hell with large normals, very high damage, and one of the best command grabs in the game.

Pros
Cons
  • Obscene Damage: Potemkin hits like a freight train on fire. His basic meterless combos deal pretty decent damage, but his metered combos can easily deal 60-70% of an opponents health. Potemkin Buster also infamously deals a disgusting 160 damage, which allows Potemkin to end rounds shockingly fast.
  • Brawling King: Potemkin has an amazing offensive moveset for opening up his opponents. He has an overhead, a quick low, a command grab, and unblockables with meter. Low pushback on his normals and a vaccuming effect on 2S also prevent Potemkin's enemies from being pushed away by his blockstrings.
  • Peerless Throw Game: Central to Pot's gameplan is Potemkin Buster, the best command grab in the game. Think of this as a 1/3 screen unblockable which deals 25-40% of somebody's lifebar. Pot's ground and airthrow also have top shelf damage and range, allowing him to yoink airborne opponents right out of the sky.
  • Big Hitboxes: Large attacks with high damage can make Pot difficult to approach for other characters who need to get in close range.
  • Command Dash: Hammerfall, Pot's main means of approach, can tank any single non-Overdrive hit. This allows him to muscle through his opponents offense and begin his close-range brawling game.
  • Mighty Backdash: Invul for nearly 20f, Pot's backdash is an extremely strong reversal and escape tool. Using it properly allows Pot to zip past his opponents' pressure and grab them with a Potemkin Buster, or begin a counterhit combo.
  • Knockdowns Galore: Nearly all of Potemkin's conversions and combos lead to knockdown, and moves like Slide Head allow him to hit knockdown from fullscreen.
  • Tanky: The highest defense and dizzy modifier in the game means Pot stays alive longer than anybody else. He can use his massive health bar like a resource to muscle in, or survive against multiple mixup attempts.
  • Horrid Mobility: No forward dash or airdashes severely limits Pot's approach options. It can be very easy to zone Pot out or poke him at range, and against mobile characters Pot really tends to suffer. While his reward on a successful hit is very high, getting to that point can be difficult.
  • Massive Hurtbox: Pot's huge frame means he's susceptible to longer combos, more stray hits, getting fuzzied, and some very impractical infinites.
  • Zoning Woes: Outside of using FDB, Pot can have serious trouble against projectiles and longer ranged buttons. He has a number of great pokes, but their slow recovery puts him at risk frequently.
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.pngGuardMidStartup19~35Recovery27Advantage-18, and then canceling the Hammer Fall with Hammer Fall BreakGGAC Potemkin hammerBreak.pngGuardStartupRecoveryTotal 15Advantage- 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.pngGuardMidStartup13Recovery35Advantage-21 is -21 on block. When HFB is used it becomes +2 on block. Similarly, 2SGGAC Potemkin 2S.pngGuardMidStartup13Recovery16Advantage-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.pngGuard176 pixelsStartup3Recovery37Advantage- behind it.

On hit, HFB massively expands Potemkin's combo game. Add the FRC point on HFB 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.
GGACR Potemkin Nameplate.png
GGACR Potemkin Portrait.png
Damage Received Mod
×0.87
Guts Rating
4/5
Gravity Mod
×0.94
Stun Resistance
80
Prejump
5F
Backdash
21F (1~20F Strike Invuln)
Wakeup Timing
24F (Face Up)/ 22F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
0
Unique Movement Options
No Run
No Airdash
Hammer Fall
Fastest Attack
Reversals
Guilty Bits Character Intro

Normal Moves

5P

5K

c.S

f.S

5H

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

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.
  • At distances where nothing else is possible, Air CH 5H > delay 5H works.
  • CH 5H leads to Slidehead or Hammerfall break into follow up combo. 5H is also the only move besides 6P/2H that leads to Giganter super vs airborne opponents.


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.
  • On CH also combos into (f.S) > 2S or jc > falling j.H.
  • See combo page for more specifics.

Additional Frame Data: Floats opponent on CH (untechable for 50F). Initial prorate 90%.

6K

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

An 18 frame overhead with short range.

  • Strong meaty. Mix between this and 5K on oki for a rewarding and easy mixup.
  • Throw invulnerable, but the only real application of this is to bait wakeup throw.

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

Additional Frame Data: Initial prorate 85%.


6H

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

THE LEGENDARY LEVEL 6 ATTACK. Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range.

  • Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter.
  • Cancel into Slidehead for an unblockable (characters with 4/5 frame prejump cannot escape without IB/Backdash/Reversal).
  • Once your opponent catches onto 6H > Slidehead, 6H > Hammerfall Break (immediately charge HF after inputting 6H for best results) to get big frame advantage.
  • Can be FRC'd right before it becomes active. 5P > 6H FRC Pot buster for shenanigans, or let it rip to catch backdashers.

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

2P

2K

2S

2H

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

A vicious uppercut that reaches ridiculously high. Thanks to its high startup you'll have to throw it out relatively early, so make sure you know it'll connect before committing to it. Reaches further back than most anti-airs, allowing you to tag crossup attempts in addition to the normal anti-air benefits.

  • Has an FRC point, but it is completely outclassed by Hammerfall Break.
  • 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.


Gatling Options: 5D, 2D

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

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 9F~Landing Butt 4

After a short startup, Potemkin drops rapidly to the ground. If you catch an airborne opponent with it, they'll plummet to earth with you.

  • Combo after j.S for a knockdown into whatever oki you please.
  • You can whiff it in front of the opponent and catch them off guard with a Potemkin Buster, if you're feeling lucky.
  • While this move 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.

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

Additional Frame Data: 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.

Universal Mechanics

Throw

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

Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land.

  • Can be FRC'd on after tossing the opponent, allowing for follow-ups like 2S > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.

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

Air Throw

Dead Angle Attack

Special Moves

Mega Fist

236P or 214P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236P 50 High/Air 25 8 0+13 after landing -9 1~24F Lower Body 3
214P 50 High/Air 25 9 0+6 after landing +4 1~24F Lower Body 5

Forward lets you close the distance on your opponent, but is otherwise inferior to Reverse in every way. Lower Level (3 on hit, 2 on block) means less hitstun, allowing for quicker tick throws but otherwise not providing any advantage.

  • First FRC point is before hit, will change air movement trajectory and allows to do a fast normal before landing. Can be jump installed for air options.
  • Second FRC point is during first active frames making it safer if blocked.

Additional Frame Data: Knocks down opponent on hit. Potemkin is airborne from 4F onwards. Level 2 attack on block. FRC timing 16-17F and 25-26F.


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 25-26F, and 28-29F. Yes, it has two FRC windows. Yes, they're a frame apart. No, I don't know why.

Additional Frame Data: Knocks down opponent on hit. 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. Invuln Level
40, 0 Low, Unblockable 23 2(2)1 25 -11 1~16F Above Feet,
26~35F Above Knees
5

  • Has upper body invulnerability, but its very situational.
  • Very similar animation to 6K. While difficult and requiring meter on most characters, using the unblockable portion as a meaty will supplement the oki high/low.
  • Has an FRC point allowing followups and making it harder to punish if dodged.

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.

Some of its best uses lie in oki, and as a fullscreen threat. Like said in the bullet points, it has a very similar animation to 6K but requires a completely different response, adding an unblockable to the high/low. 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.

Additional Frame Data: 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 27-29F.

Hammer Fall

[4]6H

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

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

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

Hammer Fall Break

P during Hammer Fall

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

HFB Frame Advantage Cheat Sheet
Normal 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.

Additional Frame Data: Fastest possible Hammer Fall Break completes in 16F, 1F of Hammer Fall and 15F of Hammer Fall Break. 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. Invuln Level
Flick 40 All 21 3 12 +2 4~14F Reflect 4
Projectile 16 All 1 98 Total 22 1~End Strike 3

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

Additional Frame Data: 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.


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.


Reflectable Projectiles Table
Character Move
 A.B.A
  • AvoidanceGGAC ABA kihi.pngGuardAllStartup35RecoveryTotal 40Advantage+18
  • FB AvoidanceGGACR ABA FB kihi.pngGuardAllStartup51RecoveryTotal 38Advantage+45 (Explosion only.)
  • EradicationGGAC ABA konzetsu.pngGuardAllStartup16(17)RecoveryUntil landing+12Advantage-
  • AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5 (Must input before the super flash.)
 Anji Mito
  • ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7/FB ShitsuGGAC Anji FBShitsu.pngGuardAll, High/Air×2Startup21RecoveryTotal 50Advantage-9 (Both forms.)
  • Shin: IsshikiGGAC Anji ShinIsshiki.pngGuardAllStartup36RecoveryTotal 50+8 after landingAdvantage+17
  • Issei Ougi: SaiGGAC Anji IsseiOugiSai.pngGuardAllStartup7+3Recovery63Advantage-40 (Must input before the super flash.)
 Axl Low
  • Rensen GekiGGAC Axl Rensen.pngGuardMidStartup12Recovery39Advantage-15
  • Kokuu GekiGGAC Axl KokuuGeki.pngGuardMidStartup7RecoveryUntil Landing+12Advantage-
  • FB Kyokusa GekiGGAC Axl Kyokusa.pngGuardMidStartup8Recovery30Advantage-8
  • Byakue RenshouGGAC Axl Byakue-1.pngGuardMidStartup14+1Recovery41Advantage-14 (Second part only.)
 Baiken
  • Tatami GaeshiGGAC Baiken 236K.pngGuardAllStartup15Recovery9Advantage-6/FB Tatami GaeshiGGACR Baiken 236D.pngGuardAllStartup14RecoveryTotal 47Advantage-3
 Bridget
  • Yoyo RecallGGAC Bridget YoyoCallback.pngGuardAllStartup12RecoveryTotal 20Advantage+22
  • Jagged RogerGGAC Bridget 214H.pngGuardAllStartup38RecoveryTotal 32Advantage+36/FB Jagged RogerGGAC Bridget 214H.pngGuardAllStartup38RecoveryTotal 39Advantage+54 (Following hits still have to be blocked.)
  • Roger HugGGAC Bridget 623H.pngGuardAllStartup34RecoveryTotal 40Advantage+20 (The yoyo will still stick to you.)
  • Roger GetGGACR Bridget 421H-1.pngGuardAllStartup19RecoveryTotal 30Advantage- (Flicking Roger in the air cancels the ground hit.)
  • Maintenance DisasterGGAC Bridget 4123641236S.pngGuardMidStartup4+0RecoveryTotal 44Advantage- (Must be timed extremely well before the super flash.)
  • Me and My Killing MachineGGAC Bridget 632146H.pngGuardAllStartup1+23RecoveryTotal 32Advantage- (Following hits still have to be blocked unless you're on the very edge of it.)
 Chipp Zanuff
  • Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5/FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15
 Dizzy
  • It Started Out as Just LightGGAC Dizzy 236K.pngGuardAllStartup32RecoveryTotal 51Advantage+11
  • I Use This to FishGGAC Dizzy 236H.pngGuardAllStartup14Recovery42Advantage-23
  • My Talking BuddiesGGAC Dizzy 214P.pngGuardAllStartup77 (44)Recovery19 [Total 36]Advantage- (S/H versions, resulting projectile will destroy the fish.)
  • I Use This to Get FruitGGAC Dizzy 421S.pngGuardAllStartup22RecoveryTotal 37Advantage-/FB I Use This to Get FruitGGACR Dizzy 421D.pngGuardAllStartup31RecoveryTotal 47Advantage-
  • Please Leave Me AloneGGAC Dizzy j214P.pngGuardAllStartup13RecoveryAdvantage-/FB Please Leave Me AloneGGAC Dizzy j214D.pngGuardAllStartup13RecoveryAdvantage- (Pop only.)
  • Imperial RayGGAC Dizzy 632146S.pngGuardAllStartup7+0RecoveryTotal 41Advantage- (F.D.B. can be input during the super flash if you aren't point blank.)
  • Gamma RayGGAC Dizzy 64641236H-2.pngGuardAllStartup16+7RecoveryAdvantage-31 (F.D.B. can be input during the super flash at any range.)
 Eddie
  • Invite HellGGAC Eddie 22S.pngGuardLow/AirStartup18RecoveryTotal 42Advantage+2
  • Overhead AttackGGAC Eddie LilEddieD.pngGuardHigh/AirStartup28RecoveryTotal 37Advantage-
  • Drill Special ViceGGAC Eddie LilEddieWeissH.pngGuardLow/Air×2, AllStartup147RecoveryTotal 139Advantage-
  • Drill SpecialGGAC Eddie 22D.pngGuardLow/Air, All×2Startup20RecoveryTotal 62Advantage+8
  • AmorphousGGAC Eddie 632146H.pngGuardMidStartup8+8Recovery28Advantage-17 (F.D.B. can be input at mid-range on reaction, but it hits if you're too close.)
 Faust
  • LoveGGAC Faust j236P.pngGuardAllStartup21RecoveryTotal 39+5 after landingAdvantage-
  • What Could This Be?GGAC Faust 236P.pngGuardStartup13~RecoveryTotal 23Advantage-/W-W-What Could This Be?GGAC Faust 236P.pngGuardStartup1+6~RecoveryTotal 46Advantage-
    • BombGGXXACR Faust Bomb.pngGuardAllStartup134 [132]RecoveryAdvantage- (Explosion only.)
    • Chibi FaustGGXXACPR Chibis.pngGuardAllStartup39 [35]RecoveryAdvantage-/Chibi Robo-KyGGXXACPR Chibis.pngGuardAllStartup39 [35]RecoveryAdvantage-/Chibi PotemkinGGXXACPR Chibis.pngGuardAllStartup13 [9]RecoveryAdvantage- (Chibi Potemkin can be flicked three times.)
    • CoinGGXXACR Faust Coin.pngGuardAllStartup13 [9]RecoveryAdvantage-
    • DumbbellGGXXACR Faust Dumbell.pngGuardAllStartup13RecoveryAdvantage-
    • HammerGGXXACR Faust Hammer.pngGuardAllStartup13 [9]RecoveryAdvantage-
    • MeteorsGGXXACR Faust Meteors.pngGuardAllStartup196 [192]RecoveryAdvantage-
    • Wash PanGGXXACR Faust Tarai.pngGuardAllStartupSee notesRecoveryAdvantage-
 I-No
  • f.SGGAC Ino fS.pngGuardMidStartup19Recovery1Advantage+5
  • Antidepressant ScaleGGAC Ino 214P.pngGuardAllStartup19RecoveryTotal 50Advantage-11/FB Antidepressant ScaleGGAC Ino 214D.pngGuardAllStartup15RecoveryTotal 42Advantage+10
  • Horizontal Chemical LoveGGAC Ino 632146K.pngGuardAllStartup11Recovery12+8 after landingAdvantage+3
  • Vertical Chemical LoveGGAC Ino 632146S.pngGuardAllStartup11Recovery11+13 after landingAdvantage-8
  • Ultimate FortissimoGGAC Ino j2363214S2.pngGuardAllStartup7+0RecoveryUntil landingAdvantage+27 (Can be flicked on reaction if I-No is high enough.)
  • Longing DesperationGGAC Ino 632146H.pngGuardAllStartup7+2Recovery10Advantage+1 (Can be flicked on reaction at a distance.)
 Jam Kuradoberi
  • RenhoukyakuGGAC Jam 632146H.pngGuardAllStartup10+0Recovery9Advantage+1 (Must input before the super flash.)
 Johnny
  • Glitter is GoldGGACR Johnny Glitter.pngGuardAllStartup5RecoveryTotal 20Advantage+4
  • Mist FinerGGAC Johnny 236K.pngGuardAllStartup9+6Recovery33Advantage-19 (All versions and levels. The projectile beats out the additional hits of Lv3.)
  • Divine BladeGGAC Johnny 623SS.pngGuardAllStartup5+7RecoveryUntil landing+7Advantage- (Projectile might go the wrong way if Johnny crosses you up.)
 Justice
  • S.B.T.GGAC Justice 421K.pngGuardMid, AllStartup7Recovery36Advantage-10 (Second hit only.)
  • N.B. (Can flick during travel or upon detonation.)
  • Imperial RayGGAC Justice 641236S.pngGuardAllStartup5+2Recovery25Advantage+8
  • Gamma RayGGAC Justice 46463214H.pngGuardAllStartup10+1Recovery36Advantage-5 (You'll will have to block the rest regardless.)
 Kliff Undersn
  • Bellowing RoarGGAC Kliff 236P.pngGuardAllStartup16Recovery4Advantage+3/FB Bellowing RoarGGAC Kliff j236D.pngGuardAllStartup8RecoveryTotal 25Advantage-
  • Limb SevererGGAC Kliff j41236S.pngGuardHigh/Air, AllStartup14Recovery26Advantage-6 (Shockwave only.)
  • Reflex RoarGGAC Kliff 236236H.pngGuardAllStartup17+6Recovery19Advantage-28
  • TauntGGAC Kliff taunt.pngGuardAllStartup61RecoveryTotal 120Advantage-
 Ky Kiske
  • j.DGGAC Ky jD.pngGuardAllStartup38RecoveryTotal 20+11 after landingAdvantage-
  • Stun EdgeGGAC Ky StunEdge.pngGuardAllStartup10RecoveryTotal 41Advantage-5/Air Stun EdgeGGAC Ky AirStunEdge.pngGuardAllStartup15RecoveryTotal 59+14 after landingAdvantage-
  • Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18/Air Charged Stun EdgeGGAC Ky ACSE.pngGuardAllStartup31RecoveryTotal 63+14 after landingAdvantage-
  • Lightning SphereGGAC Ky Orb.pngGuardMidStartup6Recovery4Advantage+8
  • Stun RaisingGGACR Ky j214D.pngGuardMidStartup45RecoveryTotal 22Advantage-
  • Sacred EdgeGGAC Ky SacredEdge.pngGuardAllStartup5+3RecoveryTotal 36Advantage+13 (Reactable if you aren't point blank.)
 May
  • Applause for the Victim[[File:|130x200px]]GuardAllStartup49RecoveryAdvantage3
  • Go, Mr. Dolphin! HorizontalGGAC May 46SD.pngGuardAllStartup1RecoveryUntil landing+11Advantage+13/Go, Mr. Dolphin! VerticalGGAC May 28SD.pngGuardAllStartup1RecoveryTotal 16Advantage-
  • Deluxe Goshogawara BomberGGAC May 63214SP.pngGuardMidStartup11Recovery14Advantage+20 (Orca only.)
  • Great Yamada AttackGGAC May 236236S.pngGuardMidStartup9+0RecoveryTotal 74Advantage-
 Millia Rage
  • Tandem TopGGAC Millia 236S.pngGuardAllStartup11Recovery15Advantage-1/FB Pretty MazeGGAC Millia 236D.pngGuardAllStartup43RecoveryTotal 33Advantage- (H and D versions become active later into their animations.)
  • Silent Force
  • Secret GardenGGAC Millia 214H.pngGuardAllStartup56RecoveryTotal 74Advantage-/FB Secret GardenGGAC Millia j214D.pngGuardAllStartup34RecoveryTotal 68Advantage-
  • Emerald RainGGAC Millia 236236S.pngGuardAllStartup4+2RecoveryTotal 75Advantage-3
 Order-Sol
  • 6PGGAC OSol 6P.pngGuardMidStartup20Recovery9Advantage+2
  • Blockhead BusterGGAC OSol 236P.pngGuardAllStartup12RecoveryTotal 42Advantage-2 (All levels. Initial close range hit is not a porejectile. Lv3 still needs to be blocked.)
  • Gun BlazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9
  • Charge BurstGGAC OSol 214DH.pngGuardAllStartup19Recovery35Advantage-10
  • Savage FangGGAC OSol 632146P.pngGuardAllStartup3+2Recovery27Advantage-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.pngGuardAllStartup9+8RecoveryTotal 41Advantage+9
  • F.D.B. ReflectGGAC Potemkin flickBullet.pngGuardAllStartup1RecoveryTotal 22Advantage- (New projectile is made on every reflect.)
 Robo-Ky
  • 6PGGAC RoboKy 6P.pngGuardMidStartup11Recovery36Advantage-4 (You'll need to block if they continue to mash.)
  • 2HGGAC RoboKy 2H-1.pngGuardMidStartup14RecoveryTotal 51Advantage-7
  • Don't Get Coc-KY!GGAC RoboKy 236S.pngGuardAllStartup24RecoveryTotal 57Advantage+22 (All levels.)
  • Jun-KY BargainGGAC RoboKy j236S.pngGuardAllStartup11RecoveryTotal 47+14 after landingAdvantage- (All levels.)
 Sol Badguy
  • Gun FlameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3/DI Gun FlameGGACR Sol 236P DI.pngGuardAllStartup20Recovery7Advantage+7
  • FB Tyrant Rave
  • Tyrant Rave ver. BetaGGAC Sol 632146H1.pngGuardMid, AllStartup5+1Recovery31Advantage-15 (Second hit only.)
 Testament
  • Phantom SoulGGAC Testament 236P.pngGuardAllStartup31RecoveryTotal 47Advantage-/FB Phantom SoulGGACR Testament 236D.pngGuardStartup80RecoveryTotal 35Advantage- (You will still get cursed by FB version.)
  • Curse Attacks (Nosedive and thrown feathers only.)
  • EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16
  • Nightmare CircularGGAC Testament 632146H.pngGuardAllStartup0+226RecoveryTotal 21Advantage- (Reactable at any range.)
 Venom
  • Hit BallGGAC Venom Active Ball.pngGuardAllStartupN/ARecoveryN/AAdvantageVariable/Lightning BallGGAC Venom lightningBall.pngGuardAllStartupN/ARecoveryN/AAdvantageVariable (Can only be flicked when in motion.)
  • Stinger AimGGAC Venom 46S.pngGuardAllStartup13RecoveryTotal 37Advantage+2/FB Stinger AimGGAC Venom 46S.pngGuardAllStartup9RecoveryTotal 38Advantage-3
  • Carcass RaidGGAC Venom 28S.pngGuardAllStartup16RecoveryTotal 34Advantage+8/FB Carcass RaidGGAC Venom 28H.pngGuardAllStartup13RecoveryTotal 32Advantage+7
  • Dark AngelGGAC Venom 214236S.pngGuardAllStartup7+18Recovery10Advantage- (Still need to block the remaining hits after a successful flick.)
  • Red HailGGAC Venom j236236H.pngGuardAllStartup10+0Recovery25+9 after landingAdvantage- (Can be flicked multiple times with proper timing.)
 Zappa
  • Please Don't Come Back
    • BananaGGAC Zappa banana.pngGuardLowStartupRecoveryAdvantage- (Must be flicked before landing.)
    • Golf BallGGAC Zappa golfball.pngGuardAllStartup38RecoveryAdvantage-
    • Potted PlantGGAC Zappa hachiue.pngGuardAllStartup1RecoveryAdvantage-
  • Darkness AnthemGGAC Zappa darkness.pngGuardMidStartup25Recovery8Advantage+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

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.

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

Additional Frame Data: On whiff, recovery is 40F total. Dizzy modifier x0.5. Forced prorate 75%.

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

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. It is rather used more often as a basic combo ender, after gatling into a 2H.

  • There is an FRC point that is only available on whiff, thus meaning you can use it to make it safer if it misses.
    • Potential Option Select A 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).

Additional Frame Data: 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). FRC timing 23-24F, on whiff only.

Heat Extend

63214H during Heat Knuckle

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

  • If input during the first 50 frames of Heat Knuckle, Heat Extend causes Potemkin's gauntlet to open up and focus energy, then detonate the opponent and launch them skyward. Does great damage and builds a ton of tension, but sacrifices oki at midscreen.
  • If they happened to Slashback your Heat Knuckle, they can do an air reversal resulting in a clash.
    • Chipp, Sol and Order-Sol can buffer at any time.
      • Eddie can buffer Executor and escape without clashing.
    • ABA, Bridget, Jam, Johnny, Millia, Robo-Ky, Slayer and Zappa must time it to explosion.
    • I-No will always get hit.

Additional Frame Data: Blows away and floats opponent on hit (untechable for 80F).

Force Breaks

Judge Gauntlet

63214D

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

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

Judge Gauntlet only exists to make you look like a clown when you mess up TK APBTiger Knee Aerial Potemkin Buster
Often done by performing a 360 motion starting from 6 (632147896)
, and should be avoided. While you can gimmick people with the cancel or occasionally throw it out as a panic option against a guy running flowchart offense, it's an extremely slow telegraphed reversal that even informs your opponent if they hit it to jump/roman/special/whatever cancel to make themselves safe and then punish you. It also loses to meaties, as it's not frame 1 invincible. Lastly, the hitbox its self is pretty bad and will miss often. Yeah, it looks cool. Don't use it.

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

Aerial Potemkin Buster

j.632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 140 FD 5 1 Until landing+12 1~9F Throw 5

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

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

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

Overdrives

Giganter

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
45 All 9+8 48 Total 41 +9 1~9F All
10~15F Strike
5

Potemkin throws out a wall of shimmering energy (usually referred to as "the mirror") that slowly travels in front of him.

  • The mirror will always come out once the input is done, even if Potemkin is hit out of it.
  • The mirror absorbs most projectiles, and will continue traveling forward even if it doesn't.
  • Stagger on ground hit, float on air hit.
  • Has a 3x dizzy modifier. Does a lot of stun damage.
  • Can be followed up with Gigantic Bullet even on whiff.

Additional Frame Data: Staggers opponent on ground hit (max 55F). Untechable for 75F. Can cancel into Gigantic Bullet from 16-29F.

Gigantic Bullet

4123641236P during Giganter

Heavenly Potemkin Buster

236236S

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

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

Additional Frame Data: 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

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