Borudoheddo (talk | contribs) mNo edit summary |
m (yeah, honestly, potemkin will never practically get to abuse his super. He's going to get infinited or zoned before be builds the meter to use it.) |
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|summary= gets on his hands and knees and prays that his opponent will let him run a grappler strike/throw mixup for absolutely no reward. | |summary= gets on his hands and knees and prays that his opponent will let him run a grappler strike/throw mixup for absolutely no reward. | ||
|pros= | |pros= | ||
* ''' | * '''Can't Be Up-Played''': Nobody will call you out for picking a cheap character if you play Potemkin. | ||
|cons= | |cons= | ||
* '''Can't Infinite''': While he can charge, an inability to dash makes performing infinites impossible. | * '''Can't Infinite''': While he can charge, an inability to dash makes performing infinites impossible. | ||
Line 19: | Line 19: | ||
* '''Can't Catch a Break''': because he's so tall some characters, like {{Character Label|GGML|Chipp}}, gain access to character-specific pressure and combos against Potemkin. | * '''Can't Catch a Break''': because he's so tall some characters, like {{Character Label|GGML|Chipp}}, gain access to character-specific pressure and combos against Potemkin. | ||
* '''Can't.''' | * '''Can't.''' | ||
|footnote=Potemkin is tied with {{Character Label|GGML|Justice}} for highest defense in the game at 18. This would be awesome, except he's super immobile and people are going to infinite you if they get in anyways. | |footnote=Potemkin is tied with {{Character Label|GGML|Justice}} for highest defense in the game at 18. This would be awesome, except he's super immobile and people are going to infinite you if they get in anyways. Potemkin also has a {{MMC|input=632146H|label=strong super}}, but he will never get a chance to use it in practical competition because it costs meter, which he builds incredibly slowly, and he's probably definitely to be caught in an infinite before he builds that much. | ||
}} | }} | ||
Revision as of 21:11, 4 July 2022
Potemkin is god awful. We don't even need move descriptions, just look at the images and say "it sucks" to yourself for almost every single thing here and you have Potemkin. Potemkin's normals are horribly slow, he can't dash, he can't infinite despite having a charge, said charge is also sluggish, he lacks any future moves such as F.D.B or Hammerfall to assist him in approaching zoners or pressuring, he's gigantic, and he has twelve frames of prejump (jump startup) which renders him glued to the ground and thus susceptible to all kinds of malarkey in this game such as the near-universal CC infinites.
None of Potemkin's strengths are real, such as his high damage normals not mattering due to the abundance of infinites in this game. Potemkin also sports many grabs that deal decent damage, three of which come out instantly, yet they still suck since the opponent can tech immediately after being hit thus rendering any followup pressure impossible. Worse, most have terrible range and they beg the question of "how did Potemkin get close and grab someone in the first place?" His super is a fullscreen megapunch that's air unblockable, a rare trait in GGML, but he'll never get to use it any way so who cares?
Don't play him. You won't have fun, and you certainly won't win.
Potemkin
Potemkin gets on his hands and knees and prays that his opponent will let him run a grappler strike/throw mixup for absolutely no reward.
- Can't Be Up-Played: Nobody will call you out for picking a cheap character if you play Potemkin.
- Can't Infinite: While he can charge, an inability to dash makes performing infinites impossible.
- Can't Approach: Potemkin has horribly slow movement, jump startup, and frame data. Additionally Pot lacks the tools to approach in Missing Link. He doesn't have Hammerfall or Flick and Slidehead is techable. Mega Fist is plus and big but doesn't go far enough to be reliable.
- Can't Reasonably Charge: It takes Potemkin a woefully long 80 frames to increase the level of Graviton Stamp, which makes them very impractical to access. To add insult to injury, the 3rd level of Graviton Stamp is worse than the 2nd level.
- Can't Keep Up Pressure: While Pot hits hard, none of his combos or Pot Buster lead to continued pressure thanks to all knockdowns being techable.
- Can't Quickly Build Meter: Potemkin is tied for second worst meter gain in the game which means he will likely only be able to access his super while in Desperation state.
- Can't Catch a Break: because he's so tall some characters, like
Chipp, gain access to character-specific pressure and combos against Potemkin.
- Can't.


Potemkin | |
---|---|
![]() | |
Defense | |
180%Raw Value: 18 | |
Jump Startup | |
12f | |
Backdash | |
22f | |
Meter Gain Mod | |
50%Raw Value: 5 | |
Charge Time | |
80f | |
Forward Walk Speed | |
60%Raw Value: 460 | |
Backward Walk Speed | |
44%Raw Value: 256 | |
Dizzy Resistance | |
120%Raw Value: 36 | |
Fastest Attack | |
Reversals | |
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 10 | 4 | 16 | -12 | -5 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 14 | 6 | 16 | -12 | -1 | none |
Low kick. Even more horrible than 5P. The startup is even worse, and the rest of 5K's epic frame data doesn't do it any favors either. Potemkin has to CC nearly all of his normals just to avoid death, and that's no exception here.
- Air Unblockable for no reason
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 12 | 15 | 0 | +1 | +12 | none |
This button is a sin, and not in a good way. The first hitbox is a tiny box behind him on frame 12, and then it does not hit in front of him until frame 18. Only use is it's total lack of recovery, making it useful for Pot Busters
- Check out those hitboxes. You waited 18 frames for that.
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 12 | 12 | 17 | -18 | -8 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
29 | All | 22 | 14 | 7 | -11 | +6 | none |
Huge, high damage normal. Unfortunately it's incredibly slow to start up, albeit with plenty of active frames and not too much recovery.
- When Potemkin is below 50% HP and has Max meter, this normal deals chip damage.
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 12 | 6,6 | 13 | -11 | -4 | none |
If you're from +R, you probably saw the image and said "hell yeah I have an overhead again!"
- Not an overhead, despite the animation
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 9 | 6 | 14 | -12 | -5 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | Low | 15 | 6 | 18 | -15 | -14 | none |
- Air Unblockable
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Low | 10 | 19 | 0 | -10 | +1 | none |
Pot's best poke thanks to its large hitbox and decent speed compared to his other big normals. Like most of his normals, it's not disjointed, so it is susceptible to whiff punishes.
- Your only actually usable normal
- Unlike +R, does not vacuumTo pull the opponent towards the attacker, usually on hit or on block. the opponent.
- Technically active for every frame past startup, giving it 0 recovery frames.
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | All | 6 | 8(2)10(6)5 | 6 | -27 | -8 | none |
Big and fast anti-air. Good at sniping at aerial opponents, although more often than not it'll clash rather than beating anything. Unfortunately is lacking in any horizontal reach, isn't air unblockable, and launches the opponent high and away, making it unrewarding outside of the decent damage. It's also Potemkin's fastest button at 6F, so you'll need to use this sometimes for abare, although generally Pot Buster and Mega Fist are better for this.
- When Potemkin is below 50% HP and has Max meter, this normal deals chip damage.
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 10 | 5 | 11 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 10 | 10 | 5 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 12 | 27 | 6 | none |
Potemkin's best air normal. Barely slower than j.P and j.K and due to Pot swinging it over his head, the hitbox covers angles above, in front, and below him. It's also incredibly active. On top of that it's slightly disjointed.
This normal is a must use in many matchups to stop the opponent from just air stalling and also to jump in, although jumping with Pot is always a big risk since he has no ways to change his air momentum.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Overhead | 11 | 16 | 11 | none |
Potemkin's grappler body splash. Has a decent hitbox and is one of the few normals in this game that crosses up consistently, although Potemkin has no ways to set that up. Besides that it's outclassed by j.S in every way.
- When Potemkin is below 50% HP and has Max meter, this normal deals chip damage.
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Mid | 18 | 4(2)12 | 19 | -29 | +64 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | Throw | 1 | N/A | N/A | N/A | -14 | none |
Instant Kill
Nuclear Hammer
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | Mid | 12 | 13 | 23 | N/A | N/A | Above Ankles All |
On the worse end for IKs but not the absolute worst. It has good invuln for the entire duration and the hitbox is decent for anti-airs but annoying small for anything else. It's also just slow so good luck landing it against a zoning opponent.
Much lamer than Magnum Opera or Infernal Tour.Specials
Potemkin Buster
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
32 | Throw | 1 | N/A | N/A | N/A | +8 | none |
- Potemkin's staple command grab, not nearly as threatening in this game as you'd expect
- Works like a normal gear proximity throw with 1f startup, only comes out when within range, and does not have a whiff animation
Nitro Hook
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
31 | Throw | 17 | 22 | 0 | N/A | +2 | none |
A forwards advancing hit-grab that leaves Potemkin advantaged on hit. It's not as good for jump scare throws as pot buster since it has actual startup, and it's kinda slow.
Even with perfect tech it causes a knockdown in the corner making it one of the only real KDs in the entire game. Pot is +34 after this knockdown.
- Advantage in [brackets] is for when the move is done in the corner
Mega Fist
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Mega Fist Forward | 18 | Overhead | 20 | 15 | 0 | +8 | 0 | High Profile All |
Mega Fist Backward | 18 | Overhead | 19 | 15 | 0 | -5 | 0 | High Profile All |
- Mega Fist Forward is highly plus, a way for Potemkin to end blockstrings or attempt to reestablish offense
Graviton Stamp
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Graviton Stamp | 9 | All,Unblockable | 27 | 10 | 21 | N/A | -18 | Low Profile 27~41F |
Graviton Stamp Level 2 | 27,6x2 | All,Unblockable | 27 | 29 | 26 | N/A | -43 | Low Profile 27~70F |
Graviton Stamp Level 3 | 47,17x3 | All,Unblockable | 27 | 29 | 26 | N/A | -43 | Low Profile 27~70F |
- Instantly techable on hit, worthless move.
- The first hit (belly-flop portion) of the attack is a true blockstring into the shockwave portion of the attack
- Never use this
It's Slide Head. Yes the move list calls it Graviton Stamp, but in the code it's Slide Head, and everybody knows it's Slide Head.
Gracefully costs Potemkin the entire round on use. It's massively unsafe on hit no matter what and very easily avoidable. GGML is already a very jumpy game, so having a move that only really impacts the ground is just making yourself a sitting duck ready to be blasted. Then again, you picked Potemkin, you probably already wanted to lose.
Level 2, in addition to it's usual behavior, fires a projectile similar to Sol Badguy's Gun Flame.
Level 3 fires a significantly larger projectile. Accessing this level of Slide Head can be incredibly difficult due to Potemkin's abysmal charge time.
If your opponent is merciful enough to let you charge for that long, your reward is a spit in the face. Both leveled versions of "Graviton Stamp" are, contrary to initial appearances, WORSE than the regular version due to being incredibly unsafe on hit.
- Advantage in [brackets] is for when the move is done in the corner
Slam
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | -7 | 4F Full Invuln at the end |
Potemkin picks up the opponent and slams them into the ground, sending them flying into the air. Can be teched and because of his awful movement, Potemkin isn't very good at tech chasing.
So, this is a fun move within the context of gear Historically. In ML, characters have 1 throw that is on both 4H and 6H. In later games, characters could pick between backwards throw (4H) and forwards throw (6H). Potemkin, our resident grappler, was ahead of the time on that concept. 4H and 6H both still give back throw, but this move acts as his forwards throw and thus gives him the choice that would later go on to be standard.
- Works like a normal gear proximity throw, so it does not have a whiff animation and only comes out when within range
Supers
Gigantic Piston
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
45,14x5 | Mid | 26 | 6(2)30 | 21 | -6 | -9 | none |
Potemkin's best move. Potemkin inflates his arm to comically large size then punches forward with some kind of corkscrew punch.
This move goes nearly full screen, does good damage, and is air unblockable. This makes it incredibly viable at stopping opponents from just jumping around since it's so big, and can call out opponents attempting to zone you. Unfortunately has long startup and isn't disjointed. It will destroy projectiles but it can very easily be whiff punished by IKs.Colors
