GGML/Potemkin: Difference between revisions

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{{GGML_Move_Card
{{GGML_Move_Card
|input=6P
|input=6P
|description=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
Unhelpful move in general.
}}
}}



Revision as of 21:34, 2 February 2022

Overview
Overview

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, they all 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, 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

Pros
Cons
  • Backdash Buster: Potemkin Buster is a frame 1 command grab and one of the few ways to make Potemkin advantaged on hit. It's hard to use normally, but on defense it is a scary tool thanks to his solid backdash that is fully invulnerable for its duration.
  • Strong Super: Potemkin's super hits fullscreen, is air unblockable, and generally hits hard on block or hit. It's his only strong anti-zoning tool and is good to throw out from time to time. Sadly it's disadvantaged on hit.
  • 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.
Note: Potemkin is tied with  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
GGML Potemkin Portrait.png
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

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 10 4 16 -12 -5 none
Horrible jab. 10 frames of startup and ridiculously unsafe on block, requiring a CC to prevent your imminent death. You won't be getting any CC pressure either thanks to Potemkin's inability to dash. The range at least isn't awful, but why would you ever use this over 2S if you want to poke? Or just at all?

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 14 6 16 -12 -1 none
Horrible 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.

c.S

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.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 12 12 17 -18 -8 none
Outclassed by 2S in every way. Not sure why you'd use this, outside of maybe going for a silly anti-air with the first hitbox.

5H

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.

6P

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
Unhelpful move in general.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 9 6 14 -12 -5 none

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
12 Low 15 6 18 -15 -14 none

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

2S

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 it's 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.

  • Unlike +R, does not vacuumTo pull the opponent towards the attacker, usually on hit or on block. the opponent.

2H

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.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 10 5 11 none

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 10 10 5 none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 12 27 6 none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 Overhead 11 16 11 none

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Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Mid 18 4(2)12 19 -29 +64 none
Painfully slow mid. No idea what you'd ever use it for.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
25 Throw 1 N/A N/A N/A -14 none
Potemkin's classic throw where he tosses the opponent behind himself. Good at making space from the opponent, which is the worst possible thing Potemkin could do in this game. Maybe useful if you're cornered and want to put the opponent in it.

Instant Kill

Nuclear Hammer

P+K > 236X
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

632146P
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
It's Pot Buster, but with woefully small range, and the opponent can tech after being tossed away from Potemkin. Compared to later games, this PB sucks. The damage isn't great, and he doesn't have many ways to apply it thanks to the missing tools from his kit. The only thing it really has going for it is that it's instant instead of having 3f startup like in later games

Nitro Hook

41236P
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

236P or 214P
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
One of Potemkin's few good moves in this game. It high profiles, goes a decent distance, is heavily disjointed, and leads to combos on hit. Unfortunately it doesn't go far enough to rectify Potemkin's speed issues and is unsafe(?) on block.

Graviton Stamp

623P
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.

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.

The belly-flop portion of the attack is a true blockstring into the shockwave portion of the attack.


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.

  • Advantage in [brackets] is for when the move is done in the corner

Slam

6K
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

632146H
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.

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