GGST/Potemkin

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Overview

Overview

Long-ranged attacks, good durability and powerful throws are what makes up the hulking juggernaut, Potemkin. His signature move is Potemkin Buster, a fast command grab with long range and tremendous power.

Potemkin’s gameplan revolves around finding ways to land Potemkin Buster and using other moves to punish counterplay. He has a wide array of anti-airs to stop jumping, including Heat Knuckle, an anti-air throw. Large normals, such as f.S and 5H, allow him to challenge both grounded and aerial opponents from ranges beyond throw range. 6H is particularly large, and his normals can be canceled into Mega Fist to close space or to disengage.

Potemkin’s weak point is slow movement, he can neither run nor air dash. He struggles against zoning as a result. Don’t be discouraged, Potemkin has several gap-closing tools. Hammer Fall is a forward sliding attack. Slide Head creates a shock wave that knocks grounded opponents down unless they block low. Both the aforementioned moves can also armor through one hit. He can even use F.D.B. to reflect projectiles. Right back at ya!

While useful, Potemkin’s gap-closing tools are unconventional and have weak points, so moving forward is generally unfavorable despite being necessary. But fear not, as his durability offset this weakness somewhat. In addition, his immense power and oppressive okizeme setups with Garuda Impact can quickly swing a match.

Potemkin is recommended for players who want to utilize powerful throws and long-ranged normals to instill fear in their opponent and punish them harder than anyone else!
Lore:Potemkin, a proud and indomitable fortress of a man is a soldier hailing from the nation of Zepp.

Once a former slave, he joined current Zeppian President Gabriel in a revolt against the corrupt regime. Now, he is a high-ranking member of the President's personal guard and performs various tasks for the sake of his country. Despite the genetic mutation that gave him his intimidating appearance and burly frame, Potemkin would prefer to settle matters with words and diplomacy rather than violence.

Potemkin is a gentle giant. He is polite to others, a stalwart ally, and even enjoys art in his free time.
Playstyle
Potemkin , classified as a Power Grappler, is the mainstay grappler of the Guilty Gear series. He is slow, but durable and deals tremendous damage once you are in his grasp.
Pros Cons
  • Absurd Damage Output: In Strive, Potemkin Buster's damage levels have been cranked up to ridiculous levels, as well as Potemkin's normal and counter hit combos doing easily above average levels of damage.
  • High Defensive Stats: Potemkin's defense modifier is the highest in the game, other than Giovanna in her powered up state. This allows him to take more hits and use his life bar as a resource.
  • Large Hitboxes: Boasting some of the largest hitboxes in the game which lend him above average area control, such as f.S, 5H, or 2D.
  • Terrifying Strike-Throw Mix: Potemkin's high damage, long range, good uses of meter, and surprisingly deceptive Kara-Buster can make it very scary to actively contest Potemkin's offense.
  • Armor: Both Hammerfall and Slide Head have armor properties. This allows Potemkin to deal with certain moves well and to have a good neutral presence.
  • Lack of Mobility: Potemkin possesses no run, air dash, or step dash. This means that it takes a lot of effort to close the gap, and the ways that he does so are unconventional.
  • Large Hurtboxes: A big body means that whiff punishing his larger attacks will be easier than average, and he will have to start block some attacks earlier than other characters due to his wide and tall hurtbox.
  • Zoner Issues: Characters such as Axl are very difficult to deal with as Potemkin. Due to his limited mobility he has to rely on patience and his unique tools, such as F.D.B. and Slide Head, to make his way through.
  • Weak Defense: When Potemkin is on the back foot, it can be surprisingly difficult to challenge offense in a meaningful way as 5P is susceptible to low profile in general and his next fastest moves are an 8F proximity normal (c.S) and 2P which can hit on frames 8-11 due to distance and for little reward. This means Potemkin is heavily-reliant on system mechanics and making the correct read on defense to escape successfully.

Normal Moves

StartupThe 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. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 5 5 6 +1 -

A fast but flawed swipe, 5P is inherently useful in some cases where its speed is needed. It is large for how quick it is, giving it use as an anti-air or short-ranged poke.
Its shortcomings mostly stem from its inability to hit crouching and dashing enemies directly in front of Potemkin, forcing him to choose slower options such as 2P/c.S, or wildly less safe options like Potemkin Buster, if he wishes to avoid whiffing in defensive situations.

The short RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. of 5P gives it decent reward on aerial hit, as it can reliably LinkTo perform a second action after the first action completely finishes its animation in order to create a combo. into 2S. It also has niche usage as a safe MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., if the opponent is struck by the last active frame, 5P can link into c.S.

  • Potemkin's fastest normal.
  • Whiffs on crouching opponents, and most dashing opponents.
  • Also whiffs on May and Ky's prejump frames.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36 Low 10 9 9 -4 -

A standing kick that must be blocked low. 5K features decent range, great active frames, and a surprisingly disjointed hitbox. Can be used to preemptively stop advancing attacks in neutral, or as a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to score a knockdown along with 2D.

5K is a combo staple due to its GatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. into 6K, allowing for confirms into kBMFGGST Potemkin Mega Fist.pngGuard:
High
Startup:
26-27
Recovery:
12
Advantage:
-2
on aerial hit. Aerial hits can also confirm into 6H for a chunky wall stick in corner routes.

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 All 8 4 11 +4 -

A fantastic button all around. Fairly fast, solid hitbox, with great reward on hit. On block, its frame advantage also gives Potemkin access to some scary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. opportunities. If you want an attack to connect, it's this one.

  • Combos into 2H to easily launch enemies.
  • Bounce on aerial hit.
  • Only +3 on block if attempting c.S, c.S stagger pressure due to GatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. restrictions (i.e. trades with 5 frame jabs). Explanation video

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H


Dust Attack

5D (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 50 High 20~27 8 21 -15 -
Charged 62 High 28 8 21 -10 -

The universal OverheadAn attack that the opponent must block high., it is Potemkin's only grounded attack that must be blocked high. Can catch opponents off guard when using its GatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. from 5K, 2K, or c.S.
Holding D performs a slower but far more powerful strike.

  • Cannot be special cancelled.

Uncharged Dust Attack

A decently fast overhead attack. Without tension it is not terribly scary as it cannot be cancelled into anything and offers no follow-ups. Potemkin's regular abuse of Garuda Impact'sGGST Potemkin Garuda Impact.pngGuard:
All (Guard Crush)
Startup:
28
Recovery:
24
Advantage:
+19
guard crush and the ever-present threat of a 2D knockdown allows for multiple opportunities to land this attack and convert using a Roman Cancel.

It can LinkTo perform a second action after the first action completely finishes its animation in order to create a combo. into c.S after applying the slowdown effect from a Blue Roman Cancel.


Charged Dust Attack

On hit, holding 8 will activate Homing Jump for a large combo opportunity.

The slower yet far more devastating variant, Potemkin in particular can deal extreme amounts of damage if this connects, no tension required! It is both a very active attack and a sizably large one, so it's quite good at catching back dashes and extended hurtboxes. If blocked at certain distances it can be relatively safe from punishes, but even so it is a volatile mix option that sacrifices more reliable offense for a chance at a round-winning combo.
Use with caution.

  • Performing a homing jump will cause an area shift and put the opponent into a unique air combo state.
  • The unique finisher from a homing jump combo results in a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 All 8 4 9 -1 -

A neutral poke that's larger and safer than most, though with much less reward. If you need to mash out of a ScrambleAn unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops., 2P is much slower than 5P but will not whiff on crouching or low-profiled opponents.
Potemkin's c.S is generally preferred for said scrambles as its StartupThe 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. is identical and offers greater reward on both hit and block.

  • Does not hit its maximum range until frame 10.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 All 14 3 18 -4 -

While slower than c.S and f.S, Potemkin's 2S boasts a slight disjoint, and staggers the opponent on counter hit. Airborne opponents will get juggled into the air on hit, giving 2S a niche use in combos as well where 5K cannot reach.

Utilizing the disjoint, as well as delaying your c.S pressure, can give Potemkin many opportunities to fish for that counter hit and maximize this move's potential. The stagger allows you to convert into huge damage, even a Potemkin Buster is possible if you are quick to react with Hammer Fall Break!

  • Stagger on counter hit.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
55 All 13 5 35 -21 -

A massive uppercut that launches the enemy and opens a world of damage up to Potemkin. Also functions as an anti-air, but due to its large hurtbox and less than stellar StartupThe 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., it's unreliable in that regard.

2H is an important part of Potemkin's combo game, as it leads to a majority his standard combos. Beware its range, as despite its incredible height 2H will not consistently connect at certain horizontal distances.

  • Potemkin's go-to launcher for combos.
  • Long RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. that can be shortened using Hammer Fall Break.

Sweep

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 Low 13 7 21 -11 -

The universal low, 2D makes for a useful long range poke or short combo ender for setting up OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.. Fast enough that it can punish certain specials such as Stun DipperGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
.
Counter hits will launch the opponent slightly and can be converted into decent damage depending on distance.

  • Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
  • Soft knockdown on aerial hit.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42 All 11 7 25 -15 1 ~ 4F Upper Body
5 ~ 17F Above Knees

Potemkin's go to anti-air. You'd think that due to his size, he'd have a hard time anti-airing, but this 6P has him sit down and still gives him a bunch of upper body invulnerability. Its great hitbox size smacks a lot of things out of the sky.

On hit it launches slightly and can easily confirm into most of Potemkin's specials as well as both of his Overdrives. On aerial block it can jail into Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuard:
Air Guard Crush
Startup:
12
Recovery:
18
Advantage:
+10~+1
for guard crush pressure.
Has a hard knockdown on counter hit, though cancelling into Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
All (Guard Crush)
Startup:
28
Recovery:
24
Advantage:
+19
will often provide the same benefit while also pushing the enemy closer to the corner.

  • Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on counter hit.

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 All 22 5 18 -6 -

A somewhat underwhelming shoulder tackle, Potemkin's 6K makes up for its shortcomings with the ability to Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into his other specials, see more details below.

Outside of kara cancelling, 6K has some limited utility in certain combos due to its wallbounce. And while unsafe on block, it creates a natural Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. when cancelled into Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
(2 frames), or F.D.B.GGST Potemkin FDB.pngGuard:
All
Startup:
21~38 [38]
Recovery:
20
Advantage:
-6
(5 frames).
The reward on hit isn't great, as Hammer Fall is the only real follow-up you can do without meter, though it can combo into powerful options like Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
All (Guard Crush)
Startup:
28
Recovery:
24
Advantage:
+19
if you manage to score a counter hit.
When used as a GatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. in block strings it can help Potemkin power through Faultless DefenseA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource., but it's a slow follow-up that often risks punishment. The exception to this is after c.S, which results in a natural frame trap (4 frames).

  • Wallbounce on aerial hit.
  • Forward movement is preserved when kara cancelled.

Kara Cancelling

One of the main usages of 6K in Strive is that it can be Kara Cancelled, meaning Potemkin can cancel the startup of 6K into special moves, preserving the forward movement it provides.

While this technically results in a version with slower StartupThe 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., the forward movement grants increased range to moves such as Potemkin Buster, Garuda Impact, Heat Knuckle, and so on.
Kara cancelling Potemkin's Backward Mega FistGGST Potemkin Mega Fist.pngGuard:
High
Startup:
25
Recovery:
6
Advantage:
+4
also grants you access to one of his most powerful combo tools available.

An overview of Potemkin's kara cancels can be viewed on his Strategy Page.

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 All 23 5 29 -15 -

While slow, Potemkin's 6H is blessed with almost unrivaled damage for a normal, as well as an extremely large and disjointed hitbox. It functions well as a powerful long-range punish, or as a chunky finisher when following a 5K in corner combos.

On counter hit the move truly shines as it sends the opponent flying a great distance, eventually tumbling into a hard knockdown. Potemkin can easily follow his opponent across the screen using Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
, allowing him to gain an incredible amount of ground while still having time for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.. If the opponent reaches the corner before the end of their tumble, you can convert into some of Potemkin's most infamous, high damage combos.

  • Tumble with a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on counter hit.

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Ground Throw 2 3 38 N/A -

Universal throw, leaves the opponent close enough for reliable OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. afterwards. Faster but smaller than Potemkin Buster, and with much less damage of course.

  • Throws the opponent either forward or backwards depending on input.
  • Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Air Throw 2 3 Until Landing + 10 N/A -

Universal air throw. Slams the opponent straight down and right next to you which easily allows for a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. of your choice.

  • Throws the opponent either forward or backwards depending on input.
  • Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Special Moves

Potemkin Buster

632146P or 360P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
175 Ground Throw 5 4 37 - 1 ~ 8F Throw

Potemkin's infamous signature command grab, there's a reason it has his name in it. With massive damage on hit, surprising range, and very fast startup, your entire game plan revolves around snagging your opponent with this.
Potemkin Buster's immense reward on hit makes it worth the risk in many situations. It can punish your enemy's poor blockstrings, be used as a Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. during pressure, catch opponents on wake up (be it yours or theirs), or just be a hard callout in the neutral.

And your opponent will feel like an idiot for getting caught by it every time.

  • An OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6K or c.S can connect afterwards depending on how close you are to the corner.
  • Using the alternative 360P input can help when attempting Potemkin Buster on defense as you can begin the input with the same direction that you use to block.
  • The throw range extends over its 4 active frames from point blank to the middle of his fingers (see hitboxes)

Kara Cancelling

Performing a 6K Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. benefits many of Potemkin's specials, and there is no truer example than Potemkin Buster (632146K~P). The added forward momentum allows Potemkin Buster to catch opponents from significantly farther away at the cost of slightly slowing its startup. The increased effective range allows you to threaten Potemkin Buster even at the very beginning of a round!

This technique is commonly referred to as a "Kara Buster", and while not strictly required for play, it opens up countless opportunities to land Potemkin Buster that are otherwise not possible.

Heat Knuckle

623H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
0,8×7,60 Air Guard Crush 12 4 18 +10~+1 -

Heat Knuckle is Potemkin's longer ranged anti-air. The impressive range and complete lack of hurtboxes on Potemkin's arm gives it great space control and makes it useful for catching airdash-happy opponents who throw out attacks recklessly. On hit a special animation plays out as Potemkin repeatedly strikes his victim, before ultimately blasting them away and breaking the wall if close enough.

Despite looking like a grab Heat Knuckle can actually be blocked, though that is a slim consolation for your opponent. On block it has high RISC gain, and puts the opponent into the guard crush state where they cannot YRC until landing and have no throw protection. If blocked at a close enough range, Potemkin can potentially threaten a Potemkin Buster as soon as his enemy lands.

Heat Knuckle's full animation plays out as long as it connects with a hurtbox, even extended ones such as Axl's j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-
or Nagoriyuki's j.SGGST Nagoriyuki jS.pngGuard:
High
Startup:
13
Recovery:
20
Advantage:
N/A
. This can look very strange and appear as if the opponent is being vacuumed into Potemkin's hand.

  • Cannot hit grounded opponents.
  • Automatic Wall Break in the corner.
  • If blocked, opponent has landing recovery frames cancelled and can immediately act upon landing.
  • Frame advantage is height-dependent, ranging from +10 to +1.

Mega Fist

236P or 214P

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Forward 50 High 25 7 16 -6 -
Backward 50 High 25 7 6 +4 -
Kara Cancelled Backward 80 High 26-27 7 12 -2 -

Potemkin leaps into the air before descending with a heavy double-punch.

The arching trajectory allows Potemkin to easily avoid most enemy ground attacks, while the large and highly disjointed hit box leads to most anti-air attempts either trading or being outright beaten.

In combos, Mega Fist is often used an extension tool as it will bounce an aerial opponent off the ground, allowing for potential follow-ups depending on the specific version used. It also functions well as a finisher, as despite its low damage it allows for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. due to its knockdown.

  • Bounce with a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on aerial hit.

Mega Fist has multiple versions, primarily differing in the direction Potemkin travels. For more specific descriptions of these versions, read on.


Forward (FMF)

FMF is an aggressive but flawed forward moving overhead attack, and can be difficult to react to if your opponent is not expecting it. If used sparingly and with good spacing, it is a strong advancing tool.

Due to its long RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. it is easily punished on block, but taking advantage of its large hitbox makes it safe at longer ranges due to its pushback. Very late hits where Potemkin lands on the ground shortly after contact will even further improve the move's safety.
On counter hit it can LinkTo perform a second action after the first action completely finishes its animation in order to create a combo. into 2K or even c.S depending on distance, but standard hits offer no reward and can actually be punished by a ground throw if you are too close, so spacing is crucial.

FMF's long recovery also limits its usage in combos as it is difficult follow-up any hit without a Roman Cancel. Despite this, FMF still sees some usage as an extension tool in the corner.

Performing a 6K Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. (236K~P) allows FMF to travel a much greater distance, and is a good "all-in" usage of Mega Fist to close distance when you're not overly concerned with spacing.


Backward (BMF)

BMF boasts an incredible recovery along with the usual advantages of Mega Fist, but its offensive use is almost non-existent due to its backwards leaping trajectory.

On defense however, it is a very safe and powerful tool. BMF's extremely short RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. coupled with its large hitbox makes it practically impossible to whiff punish in any real way, and it recovers so fast it is actually at advantage on block!
Because of this, Potemkin is effectively rewarded whether the move hits or is blocked, highly discouraging opponent's from recklessly aggressing you in the corner.
BMF is frustratingly adept at escaping block strings too, as leaving too large of a gap allows Potemkin to quickly leap upwards and avoid low hitting attacks or throws with no fear of punishment afterwards.
The relative safety of BMF even makes it an unusual but functional Wake upUsed to describe a character's state after they have been knocked down and are about to lose his invincibility and regain the ability to act free. option.

A 6K Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can also be performed with BMF. However, the results are highly unusual and require a dedicated section, seen below.


Kara Cancelled Backward (kBMF)

Combining the forward momentum of 6K with the backwards leap of BMF creates a version of Mega Fist with a strange trajectory that moves slightly forward by the end.
Potemkin's kBMF also has additional properties that make it a different move entirely. It deals a bonus 30 damage, though with a slower RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking., and features a higher bounce on hit than other Mega Fist versions.

The slower recovery means there is no particular reward on hit. On block, kBMF is still safe from punishes but is no longer at advantage like BMF.

In combos kBMF shines as an extension tool, despite requiring more specific setups than FMF, as it deals much more damage and provides a higher bounce while also recovering fast enough to reliably LinkTo perform a second action after the first action completely finishes its animation in order to create a combo. into follow-ups.
It can even loop between itself and 5K/c.S under certain circumstances!

  • The result of a 6K Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. with BMF (2146K~P).
  • Powerful but limited accessibility in combos as it requires a GatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. into 6K in order to cancel into it.
  • Startup is dependent on what frame the 6K Kara Cancel is performed (2 frame window).

For added weirdness, there is a 1 frame window just before the enemy hits the ground where it will apply an even higher bounce known as JFkBMF (Just Frame kBMF). This makes follow-ups notably easier, and makes certain combo routes possible on lightweights. Landing JFkBMF is also guaranteed to not wall stick if the wall damage threshold has not already been met, effectively allowing for one extra hit before a wall stick occurs.

Slide Head

236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
0 Low (Guard Crush) 29 2 28 0 -

Potemkin falls forward and creates a stage-wide shockwave that must be blocked low or avoided via jumping.

Slide Head is similar to a projectile in function, only instead of being rewarded on hit with damage or a combo, Potemkin instead inflicts a knockdown on his opponent. A follow-up Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
is commonly used to push forward while the opponent is on the ground and unable to act.

Slide Head excels at punishing long range ZoningThe act of denying the opponent the ability to approach, jump, or other movement options. and can also be useful when in a ScrambleAn unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops. due to how early its armor activates.

  • Has a single hit of ArmorA property which lets a move continue when hit by a set number of moves (usually taking reduced damage). starting on frame 5.
  • Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.

It is completely safe or "neutral" on block and also applies Guard Crush to the opponent, opening up potential mixes as you can immediately threaten either a strike or a throw of your choosing.
Having this move blocked after the slowdown from a Blue Roman Cancel can even create a true 50/50 mix between c.S and Potemkin BusterGGST Potemkin Potemkin Buster.pngGuard:
Ground Throw
Startup:
5
Recovery:
37
Advantage:
-
. This mix is spacing dependent, and may require a 6K Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. Slide Head to consistently be within c.S range.

Hammer Fall

[4]6H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Hammer Fall 58 All 18~62 2f 26 -9 -
Break
Hammer Fall > P
N/A N/A - - 27 - -

Potemkin launches himself along the ground, clamping his fists together upon reaching his opponent, or planting his feet and stopping early if he so chooses.


Hammer Fall

Hammer Fall is an integral part of Potemkin's mobility, allowing him to lunge forward and reclaim ground whenever he scores a hit against his opponent. The move also boasts a single hit of armor allowing it to be used more aggressively as well, being able to power through stray attacks and score potential counter hits. It is dangerous to fully commit to Hammer Fall without tension however, as it is heavily punishable on block.
With tension, Hammer Fall is considerably safer as you can Roman Cancel its hit to avoid punishment or continue your offense.
Alternatively, you can Roman Cancel before the hit to transition into trickier attacks such as Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuard:
Air Guard Crush
Startup:
12
Recovery:
18
Advantage:
+10~+1
or Potemkin BusterGGST Potemkin Potemkin Buster.pngGuard:
Ground Throw
Startup:
5
Recovery:
37
Advantage:
-
, using Hammer Fall merely as an armored taxi to get you closer.

In combos, Hammer Fall's main usage is as a finisher after 6H to achieve a wall stick, as Potemkin gets no real reward from a standard hit.

  • Has a single hit of ArmorA property which lets a move continue when hit by a set number of moves (usually taking reduced damage). starting on frame 9.
  • Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on counter hit.

Break (HFB)

Performed by pressing P at any point during Hammer Fall before the strike, HFB allows Potemkin to hit the brakes and stop his charge. Proper usage of HFB is key as it makes your only real movement option much safer and easier to space.

In combos, HFB can be used to shorten the RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. of heavy normals such as 2H, allowing for links that are otherwise not possible. It can also simply be used as a movement option where Potemkin needs to get closer but does not want to strike the opponent with Hammer Fall, such as after a wall stick.

HFB also has an unorthodox interaction with Potemkin's Overdrives and their input priority over specials. As HFB is considered its own special, it can be interrupted into an Overdrive via a Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup..
This interaction allows Potemkin to charge forward and connect Giganter Kai after longer range hits such as 5H, and also makes Hammer Fall much scarier to jump over as your opponent risks being caught by a sudden Heavenly Potemkin Buster!

F.D.B.

63214S (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
F.D.B. 55 [75] All 21~38 [38] 3 20 -6 4 ~ [20~37F] Reflect
F.D.B. (Projectile) 50 All 1 - - +11 -

A key part of Potemkin's arsenal for dealing with ZoningThe act of denying the opponent the ability to approach, jump, or other movement options., and additionally a useful pressure tool, he begins by kneeling down and preparing a powerful flick.

Potemkin automatically releases his finger the first time he is struck by certain projectile attacks during this pose, destroying the projectile in the process and countering with one of his own! The blast wave he produces moves at a moderately fast speed and will consume most other projectiles in its path.
The reflect window begins on frame 4 allowing Potemkin to quickly dispose of most projectiles on reaction, but is also generously long to better deal with slow or delayed projectiles as well.
(Such as Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
All
Startup:
39
Recovery:
Total 62
Advantage:
+22 [+25]
or a Faust Bomb.GGST Faust Bomb.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-
)

For a full list of projectiles that can be countered, check the chart below.

If the reflect window ends without a successful trigger, Potemkin will still release his finger on the next available frame, producing a small shock wave directly in front of him.
This attack has respectable range and disjoint, making it a useful mid-range poke that can be difficult to contest with. On hit it knocks the opponent away, allowing you to advance towards the corner. While on block it is usually safe from punishes due to its pushback.

  • Synergizes well with Hammer FallGGST Potemkin Hammer Fall.pngGuard:
    All
    Startup:
    18~62
    Recovery:
    26
    Advantage:
    -9
    as the input allows you to charge naturally.
  • Can extend the reflect window and/or delay the attack by holding S.
  • Tumble with a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit.
  • A natural Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. after c.S(3 frames), and 6K(5 frames).
F.D.B. Reflectable Projectiles Table
Character Move
Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    (Follow-up bird projectile may still appear, but can also be reflected if needed.)
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuard:
    All
    Startup:
    30 (43 if early cancelled from Fuujin)
    Recovery:
    Total 43+6 after landing
    Advantage:
    +7
Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
  • Winter CherryGGST Axl Low 46SS 1.pngGuard:
    All
    Startup:
    18 [22]
    Recovery:
    24
    Advantage:
    -3 [+10]
Baiken
  • Tatami Gaeshi 236KGGST Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    5
    Advantage:
    -3
    (Cannot reflect the initial hit, only the follow-up hits when the mat is falling over.)
  • Tatami Gaeshi j.236KGGST Baiken 236K.pngGuard:
    All
    Startup:
    20
    Recovery:
    Landing+7
    Advantage:
    -
Chipp Zanuff
  • N/A
Faust
  • LoveGGST Faust Love.pngGuard:
    All
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
    / Love (With Afro)GGST Faust Love.pngGuard:
    All (Guard Crush)
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
    (Both the projectile and follow-up explosion.)
  • What Could This Be?GGST Faust What Could This Be.pngGuard:
    -
    Startup:
    26
    Recovery:
    Total 40
    Advantage:
    -
    • BombGGST Faust Bomb.pngGuard:
      All
      Startup:
      -
      Recovery:
      -
      Advantage:
      -
      (Explosion only.)
    • MeteorsGGST Faust Meteors.pngGuard:
      Guard Crush
      Startup:
      -
      Recovery:
      -
      Advantage:
      -
      (Meteor RNG can sometimes nullify your reflected projectile and/or potentially hit you anyway.) (Example 1 / Example 2)
Giovanna
  • N/A
Goldlewis Dickinson
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuard:
    All
    Startup:
    35
    Recovery:
    84 Total
    Advantage:
    -13
    (The FDB Projectile will not destroy any additional incoming bullets, you may need to block afterwards.)
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuard:
    All
    Startup:
    57
    Recovery:
    42 Total
    Advantage:
    -
    (With Security Level 3, the drone nullifies the FDB projectile and must be blocked afterwards.)
Happy Chaos
  • N/A
I-No
  • Antidepressant Scale 214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    / j.214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
    (The note can survive the flick depending on height, you may need to block afterwards.)
  • Chemical LoveGGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
Jack-O'
  • j.DGGST Jack-O jD.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 44
    Advantage:
    -
  • Attack CommandGGST Jack-O 214K.pngGuard:
    All
    Startup:
    3+9
    Recovery:
    Total 23
    Advantage:
    +15
    (Projectile can break on the minion and kill it.)
  • CountdownGGST Jack-O 214H.pngGuard:
    All
    Startup:
    3+180+26
    Recovery:
    Total 24
    Advantage:
    See Notes
Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuard:
    All
    Startup:
    13
    Recovery:
    15
    Advantage:
    -
  • Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
    All
    Startup:
    39
    Recovery:
    Total 62
    Advantage:
    +22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    / j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 54F
    Advantage:
    -16
    / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    23
    Recovery:
    Total 73F
    Advantage:
    +11
May
  • Arisugawa Sparkle 214PGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
    / 214KGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -14
    / 236HGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
  • KapelGGST Millia Rage Kapel.pngGuard:
    All
    Startup:
    13
    Recovery:
    12
    Advantage:
    -1 at lowest height
Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    +11
    (Nullifies it.)
    • Highly unlikely to happen in normal gameplay as it requires an enemy to first reflect your own F.D.B. projectile with Faust's 5[D],GGST Faust 5D.pngGuard:
      High
      Startup:
      28
      Recovery:
      26
      Advantage:
      -10
      Leo's Kahn-Schild,GGST Leo Whitefang bt D.pngGuard:
      All
      Startup:
      3
      Recovery:
      Total 37F
      Advantage:
      -
      or Zato-1's Drunkard Shade.GGST Zato-1 Drunkard Shade.pngGuard:
      All
      Startup:
      9
      Recovery:
      12
      Advantage:
      -8
Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 37
    Advantage:
    +9
    / 236HGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
    (Both the projectile and follow-up explosion.)
Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 54
    Advantage:
    -8
Testament
  • Grave Reaper 236SGGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    / j.236SGGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    / 236HGGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +2
    / j.236HGGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +2
    (Follow-up projectile only.)
  • Unholy DiverGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
    (Drills can continue to appear underneath you after a successful reflect, you may need to block afterwards.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    51 Total
    Advantage:
    -7

Garuda Impact

214H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
63 All (Guard Crush) 28 11 24 +19 -

Potemkin pumps his fist and unleashes a fiery blast from his gauntlet, destroying the hopes and dreams of anyone in range. Garuda Impact is a new addition to Potemkin's arsenal for Strive, and has made a name for itself as an overwhelmingly powerful OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. tool. The reward on any hit or block is incredible, and the generous amount of active frames allows Potemkin to go for an extremely late MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. while still often catching back dashes.

On block it applies a chunky amount of chip damage and RISC, and leaves Potemkin at significant advantage as well. It also afflicts the victim with Guard Crush, greatly limiting their defensive options and giving Potemkin easy access to high/low/throw mix.
On hit, it applies a large stagger which allows you a follow-up of your choice, even a Potemkin Buster should you desire it.
Even airborne enemies are not safe, as Garuda Impact will shoot them across the stage into a tumble, with plenty of time to chase them using Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
and set up meaty pressure. If your enemy is already in/near the corner, the tumble lasts long enough to casually confirm into a high damage wall break combo as well.

Garuda Impact's gigantic disjoint also allows for easy DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. safe setups. With proper spacing, a reversal DP will often whiff for a counter hit starter combo. Certain Overdrives are unfortunately too large and powerful for this strategy, but you are free to dream.

  • Stagger on hit.
  • Tumble with a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on aerial hit.
  • Guard Crush on block, see details below.


  • Guard Crush blockstun prevents the use of Yellow Roman Cancels, and provides no cross-up protection.
  • Guard Crush also does not provide the opponent with an additional 5 frames of throw-protection after ending, unlike regular blockstun.
    • Properly timed throws are capable of connecting as soon as the Guard Crush animation ends.

More about how Potemkin utilizes Garuda Impact can be found on his Strategy Page.

Overdrives

Heavenly Potemkin Buster

236236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
220 Air Unblockable 12+0 15 16 N/A 1 ~ 12F Full

A fast and supremely powerful anti-air command grab, Heavenly Potemkin Buster (HPB) has Potemkin leap into the air at an angle, skyrocketing upwards once he grabs his opponent before descending for colossal damage.


  • Anti-Air Command Grab, cannot be blocked but will whiff against a grounded opponent, and potentially against opponents too low to the ground.
  • Invincible during start-up frames only.
    • Potemkin's hurtbox is heavily reduced during active frames so he should still overpower most aerial attacks.

Unlike most grabs, HPB can still connect during the following states:

  • Hitstun. HPB is usable as a flashy, high-damage combo ender.
  • Guard Crush. While situational, a blocked Heat Knuckle can be Roman Cancelled into an unavoidable HPB.
  • Wall Stick. HPB can grab opponents off of the wall, but cannot break it.

Unlike most grabs, Overdrive command grabs cannot be Roman Cancelled after successfully hitting an opponent.

  • Purple Roman Cancels can be performed normally as long as the move hasn't made contact, and like other Overdrives will only drain 50% tension if done during start-up before the super flash.
  • Red Roman Cancels can be performed at the very end of the move, allowing for additional follow-up attacks.

While ideally HPB will make contact with your opponent, it is also relatively safe on whiff, as Potemkin will quickly fly past his opponent up into the air. Once airborne you can utilize your double-jump and j.D options to try and confuse your opponent and either safely return to the ground or mount an unorthodox jump-in attack.

Giganter Kai

632146H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Giganter Kai 60 All 10+1 5 17 +100 -
Giganter Kai (Barrier) 15×3 All 10+6 481 - - -

Potemkin unleashes an electrical shock all around him, while also summoning a slow-moving energy shield to assist him.


A fast and powerful pressure tool that can be jailed into from any grounded normal, depending on spacing, allowing Potemkin to turn any blocked hit into a dangerous mix situation for his opponent.

On hit it shines as a combo extension tool loaded with built-in juggles as it naturally launches into its own projectile. Giganter Kai gives Potemkin remarkable screen carry while also letting him pump his opponent full of high damage attacks that could not possibly combo together otherwise. Its quick StartupThe 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. and large hitbox allows for these powerful extensions off of nearly any starter as well.

Additionally, Giganter Kai does not break the wall until the barrier's third hit, making it significantly more efficient than a Red Roman Cancel when extending off of a wall stick, while also still providing a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. for having broke the wall with an Overdrive.

  • The barrier will appear in front of Potemkin immediately after the initial strike ends, and will slowly move forward for several seconds before vanishing.
  • If the barrier reaches a corner its duration will be slightly reduced, however it also slows to a stop to ensure that the opponent can take all 3 hits.

Giganter Kai's barrier also provides defensive benefits in neutral, as it will clash with and fully nullify most projectiles that come into contact with it. While the barrier is active Potemkin can march confidently towards his opponent, or rush forward with more reckless offense as the barrier will persist even if he takes damage. Be aware it is possible for enemy projectiles to hit you before being nullified if you are too close to the barrier.

  • Barrier only disappears once its duration ends or it hits the opponent 3 times.
  • Certain projectile attacks will ignore the barrier, expand the table to learn more.
Barrier Exceptions Table
Character Move
Anji Mito
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuard:
    All
    Startup:
    11+6
    Recovery:
    -
    Advantage:
    -30
Axl Low
  • N/A
Baiken
  • KenjyuGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    -
    Advantage:
    +5
Chipp Zanuff
  • N/A
Faust
  • What Could This Be?GGST Faust What Could This Be.pngGuard:
    -
    Startup:
    26
    Recovery:
    Total 40
    Advantage:
    -
    • HammerGGST Faust Hammer.pngGuard:
      All
      Startup:
      1
      Recovery:
      -
      Advantage:
      -
    • 100T WeightGGST Faust 100T Weight.pngGuard:
      All
      Startup:
      1
      Recovery:
      -
      Advantage:
      -
Giovanna
  • N/A
Goldlewis Dickinson
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuard:
    All
    Startup:
    35
    Recovery:
    84 Total
    Advantage:
    -13
  • Burn It DownGGST Goldlewis Dickinson Burn It Down.pngGuard:
    All
    Startup:
    13+(84 Flash)+79
    Recovery:
    27 Total
    Advantage:
    -
Happy Chaos
  • CurseGGST Happy Chaos 236P.pngGuard:
    -
    Startup:
    -
    Recovery:
    29 total
    Advantage:
    -
I-No
  • MegalomaniaGGST I-No Megalomania 1.pngGuard:
    Ground Throw, All
    Startup:
    11+0(41)
    Recovery:
    -
    Advantage:
    N/A(-18)
Jack-O'
  • N/A
Ky Kiske
  • N/A
Leo Whitefang
  • StahlwirbelGGST Leo Whitefang Stahl Wirbel.pngGuard:
    All
    Startup:
    4+1
    Recovery:
    Total 27F
    Advantage:
    +14
May
  • Great Yamada AttackGGST May Great Yamada Attack.pngGuard:
    All
    Startup:
    10+
    Recovery:
    88
    Advantage:
    -54
  • The Wonderful and Dynamic GoshogawaraGGST May The Wonderful and Dynamic Goshogawara.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    55
    Advantage:
    -21
Millia Rage
  • KapelGGST Millia Rage Kapel.pngGuard:
    All
    Startup:
    13
    Recovery:
    12
    Advantage:
    -1 at lowest height
Nagoriyuki
  • N/A
Potemkin
  • Giganter Kai (Barrier)GGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+6
    Recovery:
    -
    Advantage:
    -
Ramlethal Valentine
  • CalvadosGGST Ramlethal Valentine Calvados.pngGuard:
    All (Guard Crush)
    Startup:
    11+13
    Recovery:
    -
    Advantage:
    +16
Sol Badguy
  • N/A
Testament
  • NostroviaGGST Testament 236236P.pngGuard:
    All
    Startup:
    11+19
    Recovery:
    Total 53
    Advantage:
    +63
Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
    (Any drill that touches the barrier is nullified, but drills will continue to appear.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    51 Total
    Advantage:
    -7
  • AmorphousGGST Zato-1 Amorphous 1.pngGuard:
    All
    Startup:
    8+8
    Recovery:
    -
    Advantage:
    +12

The slow moving nature of the barrier makes it easy for your opponent to avoid or wait out, though depending on your screen position their options may be limited.

  • Jumping over the projectile is a simple strategy that most will use, but this opens them up to anti-air attempts, including a potential Heavenly Potemkin Buster.
  • An opponent who purposefully moves to block its 3 hits is common, but you can freely mix them with high/low attacks should they try. Slide Head is a powerful full-screen tool for this.
  • Certain character's moves may also allow them to go under the projectile and punish you, such as Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17
    . While costly, you can bait these attempts if you have additional tension to Roman Cancel.

It is not uncommon for opponents to successfully get past the barrier, so you must be ready to capitalize on whatever method they use to do so. The barrier will continue on regardless, and it will not turn around to assist you!

External References

Navigation

Potemkin


Ambox notice.png To edit frame data, edit values in GGST/Potemkin/Data.