GGACR/Potemkin/Strategy

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Potemkin


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General Tactics

Defense

Good defense is Potemkin's most reliable asset. Damage and fear comes naturally, but bad defense can't be made up for. Learn to Instant Block and Slashback, and use these tools as often as you can. Learn blockstrings for other characters and figure out their weak points where you can Instant Block or Slashback > Potemkin Buster to turn the tables on their pressure. Don't forget about Faultless Defense, either. Sometimes FD will get you out of a situation that IB won't.

Potemkin is huge, and he has huge Guts, but don't delude yourself into thinking this makes you safe. If you play smart and avoid putting yourself in bad situations, you can stay on top of the match and open up more opportunities to unleash your ridiculous damage potential.

Movement

Potemkin is slow, but don't let that scare you from moving forward. It builds tension, keeps your opponent in range of your normals, and it's just plain scary. If you get a Sliding Head at long range, walking forward can build more tension than Hammer Fall, though obviously it won't get you as close. If you go to the air, avoid Super Jumping. Regular jumps get you about as far forward, and you can hold on to your double jump to avoid attacks or adjust to your opponent's positioning.

Mixup

Any normal HFB'd (outside 5D)into an RPS between a pressure extension, heat, or buster serves as potemkin's main way of forcing mixes. Keep in mind that all of pot's normals outside 2S, and HS normals are minus after instant HFB on block, meaning they are naturally weak to abare. However, you can beat preemptive abare by going into hammerfall instead of canceling it.

Always Be Charging

Potemkin's ABCs, Always Be Charging. This means to always be holding back so Hammerfall is prepared. This is incredibly important, as it turns Potemkin from a basic grappler into, well, Potemkin. Without this, you are losing out on massive amounts of damage and your pressure is significantly weaker.

  • Any neutral input should be input along with a back input. For example, 5P becomes 4P, and 2K becomes 1K.
  • Hold back while doing ANYTHING that does not require you to be holding forward, such as during a Potemkin Buster animation, or 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.

Blockstrings

Potemkin's blockstrings are mostly short, due to his normals pushing out the opponent rather fast along with not having a run. This is all fine however, as Potemkin is rather quick to the mixup and doesn't lose anything for this. Your goal is to frametrap, catch jumpouts, and instill fear in the opponent as much as possible so they'll get bustered. Remember, it's the fear of Potemkin Buster that truly makes it so powerful, not the grab alone. Don't get greedy and attempt the grab every time.

Okizeme

Potemkin's okizeme fluctuates between safejumps, 5k, 6k, and raw buster. 5K/6K is your main mix on oki if you cannot safejump in time.

Tips and Tricks

2S on Block into a Potemkin Buster once your opponent is close enough is a tricky (if not risky) maneuver that can trip up your opponent more often than not, especially since there's a good chance that they've underestimated the grab range of Potemkin Buster. Whilst the opponent is in blockstun they have little other means of getting out and are VERY much trapped in every sense of the word. Abuse this as often as you can once you've scared the opponent into respecting your normals.

Fighting Potemkin

Don't get grabbed.

Navigation

Potemkin