GGML/Potemkin

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Overview
Overview

 Potemkin  Potemkin is a lumbering grappler with the worst mobility in the game and high damage per hit.

Pros
Cons
  • 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.
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

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5K

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

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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

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5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
29 All 22 14 7 -11 +6 none

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6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 12 6,6 13 -11 -4 none

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2P

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

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2K

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

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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.

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 disjointed anti-air. Not the fastest button but still good for it's purpose, can beat effectively every aerial in the game as long as it doesn't clash. 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.

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

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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

Instant Kill

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

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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
Nothing is more sad than techable Pot Buster.

Nitro Hook

41236P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
31 Throw 17 22 0 N/A +2 none

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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

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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

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

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

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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

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