Potemkin Potemkin is a lumbering grappler with the worst mobility in the game and high damage per hit.
- Strike-Throw Mix: Potemkin has 4 throws which deal good damage, 3 of which hit frame 1 and don't come out on whiff.
- 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 great to throw out from time to time.
- Cripplingly Immobile: As one would expect, Pot is incredibly slow with slow normals, walk speed, jump startup, and air movement. This is even worse in ML since he lacks the neutral tools to make up for his speeds.
- Big: because he's so tall some characters, like Chipp, gain access to character-specific pressure and combos against him.
- No Infinite: While he can charge, an inability to dash makes performing infinites impossible.
- Horrible Charge Time: It takes Potemkin a woefully long time to charge the improved versions of Graviton Stamp, which can make them very impractical to access.
- Can't Approach: 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. Charged Slideheads are very strong but Pot has one of the longest charge times in the game.
- 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.
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
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 10 | 4 | 16 | -12 | -5 | none |
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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.5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 14 | 6 | 16 | -12 | -1 | none |
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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.c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 12 | 15 | 0 | +1 | +12 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 12 | 12 | 17 | -18 | -8 | none |
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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.5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
29 | All | 22 | 14 | 7 | -11 | +6 | none |
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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.6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 12 | 6,6 | 13 | -11 | -4 | 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.2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 9 | 6 | 14 | -12 | -5 | none |
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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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | Low | 15 | 6 | 18 | -15 | -14 | none |
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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.2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Low | 10 | 19 | 0 | -10 | +1 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | All | 6 | 8(2)10(6)5 | 6 | -27 | -8 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 10 | 5 | 11 | 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.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 10 | 10 | 5 | none |
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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.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 12 | 27 | 6 | none |
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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.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Overhead | 11 | 16 | 11 | none |
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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.Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Mid | 18 | 4(2)12 | 19 | -29 | +64 | none |
Add a description to this move using the |description=
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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.Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | Throw | 1 | N/A | N/A | N/A | -14 | none |
Instant Kill
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | Mid | 12 | 13 | 23 | N/A | N/A | Above Ankles All |
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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.Specials
Potemkin Buster
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
32 | Throw | 1 | N/A | N/A | N/A | +8 | none |
Nitro Hook
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
31 | Throw | 17 | 22 | 0 | N/A | +2 | 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.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 |
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.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 |
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.
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.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 |
Add a description to this move using the |description=
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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.Supers
Gigantic Piston
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
45,14x5 | Mid | 26 | 6(2)30 | 21 | -6 | -9 | none |
Add a description to this move using the |description=
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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.