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;Charged Dust | ;Charged Dust | ||
* Charged dust leads to soft knockdown (+36). | * Charged dust leads to soft knockdown (+36). | ||
* Holding up during the hitstop frames of charged dust will activate homing jump | * Holding up during the hitstop frames of charged dust will activate a [[GGST/Offense#Homing_Jump|homing jump.]] | ||
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state. | ** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state. | ||
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23). | ** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23). | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
Your fastest air-to-air option, though with the lowest reward on hit. Useful for when the opponent is above Potemkin, or if other attacks would be too slow. | |||
*Unlike other air normals, {{clr|1|j.P}} cannot be jump-cancelled. | |||
[[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}} | [[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}} | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
A | A quick boot to your opponent's head. Faster, safer, and more active than {{clr|3|j.S}} and {{clr|4|j.H}}, though with much less reward on hit. Its short recovery time does give it some fun combo utility against the wall. | ||
[[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | [[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | ||
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Potemkin spikes down, which results in a jump in less rewarding than his {{clr|4|j.H}} but with better vertical range, meaning you don't have to go in quite as deep to secure the hit. | Potemkin spikes down, which results in a jump in less rewarding than his {{clr|4|j.H}} but with better vertical range, meaning you don't have to go in quite as deep to secure the hit. | ||
[[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}} | [[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}} | ||
</div> | </div> | ||
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Do note however that just like many of Potemkin's other Heavy Slash normals, the hurtbox is big and the move is generally slow. Don't throw it out without any regard to your personal safety. | Do note however that just like many of Potemkin's other Heavy Slash normals, the hurtbox is big and the move is generally slow. Don't throw it out without any regard to your personal safety. | ||
[[GGST/Potemkin/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | |||
</div> | </div> | ||
</div> | </div> | ||
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*{{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S Level 1|label=Thunderbird}} | *{{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S Level 1|label=Thunderbird}} | ||
|- | |||
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}} | |||
| | |||
*N/A | |||
|- | |- | ||
|{{Character Label|GGST|I-No|label=I-No}} | |{{Character Label|GGST|I-No|label=I-No}} | ||
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***'''Guard Crush''', such as after a blocked Heat Knuckle. | ***'''Guard Crush''', such as after a blocked Heat Knuckle. | ||
***'''Wall Stick''', though be aware that HPB cannot break the wall. | ***'''Wall Stick''', though be aware that HPB cannot break the wall. | ||
**Unlike other grabs, Potemkin cannot Roman Cancel | **Unlike other grabs, Potemkin cannot Roman Cancel HPB if it successfully hits an opponent. | ||
***'''Purple Roman Cancels''' can still be performed during the start-up of the move, and will only drain 50% tension. | ***'''Purple Roman Cancels''' can still be performed during the start-up of the move, and will only drain 50% tension if done before the super flash. | ||
***'''Red Roman Cancels''' can still be performed at the very end of the move, allowing for additional follow-up attacks. | ***'''Red Roman Cancels''' can still be performed at the very end of the move, allowing for additional follow-up attacks. | ||
*Has invincibility on start-up frames only, Potemkin's hurtbox returns once the move becomes active. | *Has invincibility on start-up frames only, Potemkin's hurtbox returns once the move becomes active. |
Revision as of 15:57, 30 November 2021
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!
Potemkin 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.
- 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 you to take more hits and use your 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 you have to rely on patience and your tools, such as F.D.B. and Slide Head, to make your way through.
Potemkin |
---|
Normal Moves
5P
- Pot's fastest normal.
- Whiffs on crouching opponents.
Since this is Potemkin's fastest normal, it is inherently useful in some cases where its speed is needed. It is large for its speed, and can be used as a quick anti-air or short-ranged poke.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Hits Low
A standing low with decent range and great active frames. Can be used as a meaty to score a knockdown along with 2D. Has some niche uses in combos due to its cancel into 6H.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Combos into 2H for a Heavenly Potemkin Buster or Heat Knuckle
A fantastic button all around. Fairly fast, solid hitbox, and great frame advantage on hit and on block. Its frame advantage on block gives Potemkin access to some scary frame traps. If you want a button to connect, it's this one.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
A large poke with a great hitbox, can be used to smack people out of the air or whiff punish people on the ground as it gatlings into 5H. On aerial hit you can land a follow-up Slide HeadGuardLowStartup29Recovery24Advantage0 for a hard knockdown. On a grounded hit the reward is somewhat limited without use of meter or counter hit as it cannot gatling into 2D.
Gatling Options: 5H, 2H
5H
A huge poke that claims a lot of neutral space and hits very hard. However, it can be beaten by things such as disjointed normals or fast projectiles as the hurtbox is extended along part of Potemkin's arm. Great reward on counter hit, allowing Potemkin to close the gap with Slide Head or Hammerfall depending on the distance of the opponent.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast. It's especially good on counter hit. Can be gatling from 5K, 2K, or c.S for a mixup.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate a homing jump.
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo especially with Potemkin's damage.
6P
- Frames 1-4 upper-body invul
- Frames 5-17 above knees invul
- Can be special canceled
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.
Can now be special canceled, primarily used for heat knuckle or garuda impact to start your pressure.
6K
Potemkin lurches forward with a heavy shoulder tackle.
- On hit, it links to Hammerfall. On counterhit it links to Garuda Impact.
- On aerial hit it can cause a wall bounce in the corner which makes it an important tool in certain combos.
- On block it leads to a poor situation for Potemkin. 6K > Hammerfall is a 2 frame gap that will catch everything except throws. Tick throwing with buster will beat throws but loses to mash. However, it is possible to react to Potemkin's movement and act accordingly, invalidating the mixup
- If they can't react, the reward for landing Hammerfall is fairly low without meter. Depending on the context, an opponent may find it worth it to take the damage from Hammerfall and reset to neutral more often than sitting still and risking getting bustered.
- Limited frametrap option. After any P normal, there is an 11 frame gap. After any K normal, there is a 9 frame gap. However, after c.S, 6K's value as a frametrap becomes much higher, being only a 4 frame gap and powers through FD's pushback
One of the main usages of 6K in Strive is that it can now be Kara-Cancelled, meaning Potemkin can cancel the startup of 6K into special moves, preserving the forward movement it provides. This can result in a forward moving and slightly slower Potemkin Buster or Garuda Impact, a safe on block Mega Fist, and so on.
An overview of Potemkin's kara cancels can be viewed on his Strategy Page.
6H
Potemkin's most damaging normal, with huge range to boot. 6H is good for long ranged punishes due to its range, and since on counterhit sends the opponent flying into the corner. Using it in combos or after a wall splat will tack on the huge damage that Potemkin is known for.
2P
A slow poke. If you need to mash out of a scramble, 2P isn't terrible since it won't whiff on crouching or low-profiled opponents like 5P will, but you may find yourself cursing its slow speed. c.S is generally preferred for said scrambles since it can convert and has strong threats following it
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
A fast low, less active but much longer than 5K. Great after landing a jump in or if you need to score a quick knockdown from a bit farther away.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
Since 2S is slower than c.S and f.S, you'd rather not use it in neutral. It's fantastic in combos, as it pops airborne opponents higher up and is really large and able to catch people falling to the ground.
On counterhit, it causes a stagger which allows you to convert into huge damage, even a Potemkin Buster is possible if you are quick to react with Hammerfall Break. Using 2S as a frametrap after something like c.S to score said counterhit is very scary.
Gatling Options: 5H, 2H
2H
A massive uppercut that opens a world of damage up to Potemkin. A good anti-air on a read, but due to its large hurtbox and less than stellar speed, it shouldn't be thrown out on reaction. 2H is a massive part of Potemkin's combo game, as it leads to his highest damaging combos. Beware the short range, as 2H will not consistently connect at some ranges.
2D
Your go-to low poke or short combo ender. Hard knockdown on hit, allows for HFB into oki. Fast enough that it will punish some specials (like Stun Dipper) at the right range. Hitting a counterhit at various ranges will actually result in some good damage as it pops the opponent up.
j.P
Your fastest air-to-air option, though with the lowest reward on hit. Useful for when the opponent is above Potemkin, or if other attacks would be too slow.
- Unlike other air normals, j.P cannot be jump-cancelled.
Gatling Options: j.P
j.K
A quick boot to your opponent's head. Faster, safer, and more active than j.S and j.H, though with much less reward on hit. Its short recovery time does give it some fun combo utility against the wall.
Gatling Options: j.D
j.S
Potemkin spikes down, which results in a jump in less rewarding than his j.H but with better vertical range, meaning you don't have to go in quite as deep to secure the hit.
Gatling Options: j.H, j.D
j.H
The classic grappler body splash, with a Potemkin twist. Is wide enough to cross up, can be used as a big and slow air to air, and gives good damage on hit and even more on counterhit. What more could you ask for?
Do note however that just like many of Potemkin's other Heavy Slash normals, the hurtbox is big and the move is generally slow. Don't throw it out without any regard to your personal safety.
Gatling Options: j.D
j.D
The classic butt slam. Stops all horizontal air movement and sends Potemkin straight down. You can no longer influence the direction since j.4D / j.6D is now air grab. Useful to get out of the air quickly, avoid grabs like Heavy Mob Cemetary, or confuse your opponent with the change in momentum. Most often used as a quick way down to the floor following a whiffed Heavenly Potemkin Buster.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Universal throw, puts the opponent a jump's distance away from Potemkin which is nice. Faster but smaller than Potemkin Buster, and with much less damage of course.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Universal air grab. Keeps the opponent fairly close to you which is always nice.
Special Moves
Potemkin Buster
632146P
- The throw range extends over its 4 active frames from point blank to the middle of his fingers (see hitboxes)
Potemkin's main command grab. Your entire game plan revolves around getting your opponent into this. Does massive damage on hit, has good range, and decent startup.
To extend its range, Kara Cancel your 6K into it. This is done easiest by plinking the Potemkin Buster input with K~P (so your input will be 632146K~P). This is generally referred to as "Kara Buster" and is important for catching opponents from further away. It'll also increase the startup by 1-2 frames, so if you're already close there's not much reason to do it outside of getting a better tick throw window.
Heat Knuckle
623H
- Automatic Wall Break in the corner.
- If blocked, opponent has landing recovery frames cancelled and can immediately act upon landing.
- A c.S or 5K can check an attempt to jump a PB attempt after blocked Heat Knuckle.
- Advantage is height-dependent ranging from +10 to +1
Heat Knuckle is Potemkin's longer ranged anti-air. On hit, it locks the opponent into an animation that cannot be bursted. The impressive range and complete lack of hurtboxes on Potemkin's arm gives it great space control above and in front of Potemkin.
Useful for catching airdash-happy opponents and opponents who use early jump buttons (Ram, Axl, Sol, etc).
Although it looks like a grab, it can be blocked. On block it has high RISC gain, and puts the opponent in a guard crush state where they cannot YRC until landing and have no throw protection. If blocked at close range, Potemkin can attempt a hit/throw mixup with Potemkin Buster. If blocked from further away however, you're back to neutral.
Also, since it's no longer a throw, it can hit aerial attacks that extend the opponent's hurtbox (ex. Axl's j.SGuardHighStartup14Recovery18Advantage- and Nagoriyuki's j.S).
Mega Fist
236P or 214P
Potemkin leaps into the air before descending with a heavy double-punch.
- Forwards (FMF)
- An aggressive, forward moving overhead attack, its speed can be difficult to react to if your opponent is not expecting it.
- Punishable 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 block.
- The kara cancelled version (236K~P) travels a much greater distance, and is a good "all-in" usage of Forwards Mega Fist to close distance when you're not overly concerned with spacing.
Forward Mega Fist's arching trajectory allows Potemkin to easily avoid most enemy attacks, often causing a counter-hit. The large and highly disjointed hit box leads to most anti-air attempts either trading or being outright beaten. If used sparingly and with good spacing, it is a strong advancing tool.
- Backwards (BMF)
- Backwards trajectory allows you to quickly pull away from dangerous pressure.
- Very fast recovery, Potemkin is even at advantage on block.
- With your back to the corner, this becomes a very safe and powerful defensive tool.
On defense Backwards Mega Fist is an excellent tool to call out lows and throws due to how quickly his hurtbox is pulled upwards. This allows Potemkin to force some characters to significantly tighten their frame traps to a 1 frame window, such as Chipp's ResshouGuardAllStartup13Recovery16Advantage-4 into RokusaiGuardLowStartup8Recovery21Advantage-6. The large hitbox also makes it almost impossible to whiff punish when coupled with its very low recovery.
- Kara-Cancelled Backwards (kBMF)
- Startup is dependent on the frame 6K is kara-cancelled on (2F window)
- Unusual trajectory, overall Potemkin moves very slightly forward by the end.
- Extremely high damage and uniquely high bounce on aerial hit makes it a very rewarding combo tool that's worth the hassle.
Doing 2146K~P will perform a Kara Backwards Mega Fist. Unlike other kara-cancelled moves, Potemkin's Kara Backwards Mega Fist has special properties that effectively make it a different move entirely. It deals an additional 20 damage over other Mega Fists, and has unique recovery time that falls somewhere between his Forwards and Backwards options.
In combos, 2146K~P has a 1F window just before the enemy hits the ground where it will apply a unique bounce known as JFkBMF (Just Frame kBMF). This makes followups notably easier, and makes certain combo routes possible on lightweights. This is not an OTG hit. With practice, it can be made consistent, but there are other routes that do similar damage without the 1F timing. In corner combos, landing this version of kBMF is guaranteed to not wallsplat as long as the value is below the wallsplat threshold. This is used in certain optimal combo routes as it effectively pushes the threshold and allows for one extra hit before wallsplat occurs.
Slide Head
236S
- A strong way to deal with zoning if you can react to projectile startups.
- Can be canceled into from 2S making it a good threat to defensive characters.
- Has one hit of armor starting on frame 5. Will lose to any projectile with multiple hits.
Potemkin falls forward and creates a shockwave that hits low and grants hard knockdown on hit.
Hammer Fall
[4]6H
- Potemkin's best forward movement option.
- Can be canceled into Hammerfall Break by pressing P while Potemkin is moving.
- Has a single hit of armor starting on frame 9. Will lose to any projectile with multiple hits.
- Can force the earliest possible break by inputting H + P at the same time.
Potemkin lurches forward and clamps his fists together. Causes soft knockdown/instant tech on hit. The break cancel window is much larger than previous iterations, so you can be VERY liberal with your distance. Practice the timing, you don't want to whiff Hammerfall in someone's face.
F.D.B.
63214S (Hold OK)
- Can be held to vary timing
- Frame trap from heavy normals (c.S, 6K, etc.)
Potemkin leans down and flicks. This is both an anti-projectile move and a mid range poke. A key part of Potemkin's anti-zoning toolkit. The attack has decent range and a very strong hitbox that is difficult to contest with if done pre-emptively. On hit it will knock the opponent away, allowing you to advance towards the corner.
If Potemkin is hit by a projectile before he releases his finger, he will counter it with a blast wave that travels a long distance and destroys other projectiles along the way. If a projectile connects while holding flick, Potemkin will automatically reflect the projectile regardless of player input. The projectile parry window starts on frame 2 and is extended by charging the move with S.
Character | Move |
---|---|
Anji Mito | |
Axl Low | |
Chipp Zanuff |
|
Faust |
|
Giovanna |
|
Goldlewis Dickinson | |
Happy Chaos |
|
I-No | |
Jack-O' | |
Ky Kiske | |
Leo Whitefang | |
May | |
Millia rage | |
Nagoriyuki | |
Potemkin | |
Ramlethal Valentine |
|
Sol Badguy | |
Zato-1 |
Garuda Impact
214H
One of Potemkin's main oki tools and the best friend to Potemkin Buster, with many ways to set up a meaty Garuda.
On a grounded hit, it causes a significant stagger which easily allows for a follow-up Potemkin Buster. While on block, it inflicts massive amounts of RISC and has ridiculous chip damage. More importantly, it guard crushes the opponent, setting up Potemkin's infamous "Garuda Oki" which makes any knockdown from Potemkin even scarier than the average grappler.
- Can be made DP safe by spacing it properly to make reversal DP whiff for a counterhit starter combo.
- Beats reversal backdash too.
- Some reversal Overdrives can beat Garuda oki however.
- Guard Crush state leaves the opponent in an unthrowable state but a 2D/Potbuster mix can be attempted near the end of the crush animation.
- Guard Crush blockstun does not provide the opponent with an additional 5 frames of throw-protection after ending, unlike regular blockstun.
- Properly timed Potbusters are capable of connecting as soon as the Guard Crush animation ends.
- 2D will catch jump/mash/backdash while Potbuster will scoop up attempts to block the 2D. Fuzzy jump works pretty decently versus this setup. However, Potemkin is capable of sniping fuzzy jump attempts by delaying buttons to clip the pre-jump frames for a full combo. For this reason, moves like 2H after a blocked Garuda in corner can be an extremely punishing call-out to fuzzy jumps.
- Guard Crush blockstun does not provide the opponent with an additional 5 frames of throw-protection after ending, unlike regular blockstun.
More about Garuda Oki can be found on Potemkin's Strategy Page.
Overdrives
Heavenly Potemkin Buster
236236S
Potemkin leaps into the air at an angle, skyrocketing upwards once he grabs his opponent before descending for MASSIVE damage.
A fast and supremely powerful anti-air command grab, Heavenly Potemkin Buster (HPB) is your answer to any opponent who refuses to stay grounded, and can also be used as a flashy, high-damage combo ender.
- Anti-Air Command Grab, cannot be blocked but will whiff against a grounded opponent, and potentially against opponents too low to the ground.
- Unlike most command grabs, it can still connect during the following states:
- Hitstun, making it usable in combos.
- Guard Crush, such as after a blocked Heat Knuckle.
- Wall Stick, though be aware that HPB cannot break the wall.
- Unlike other grabs, Potemkin cannot Roman Cancel HPB if it successfully hits an opponent.
- Purple Roman Cancels can still be performed during the start-up of the move, and will only drain 50% tension if done before the super flash.
- Red Roman Cancels can still be performed at the very end of the move, allowing for additional follow-up attacks.
- Unlike most command grabs, it can still connect during the following states:
- Has invincibility on start-up frames only, Potemkin's hurtbox returns once the move becomes active.
- Potemkin's reduced hurtbox during the move means he should avoid and overpower most aerial attacks despite that.
- Relatively safe on whiff, Potemkin will quickly fly past his opponent up into the air.
- Once airborne, Potemkin can utilize his double-jump and j.D options to confuse his opponent and safely return to earth.
Giganter Kai
632146H
Giganter Kai is a 2-Stage attack that has Potemkin release an explosion of energy all around him, following up with a powerful moving energy shield if the first attack failed to hit the opponent.
- The Explosion
Power surges throughout Potemkin as an energy barrier forms around him before bursting outward.
- Potemkin's only invincible reversal option.
- Fully invincible for the first 10 frames, Potemkin can be thrown at any point after the special animation plays, however.
- Hits on both sides meaning it cannot be avoided by cross-up attempts, which can also lead to humorous "backwards" wallbreak situations.
- Rather slow start-up makes it easier to safe jump against compared to other characters' reversals.
- The Shield
If the initial attack fails to make contact with your opponent, the excess energy is repurposed into a slow moving shield-like projectile.
- The shield will appear in front of Potemkin ONLY IF the first attack whiffs, and will slowly move forward for roughly 5 seconds before vanishing.
- Will stay on screen even if Potemkin is hit, and can protect you from being punished if you choose to advance with Hammer Fall.
- There is a short window where Potemkin can be hit before the mirror appears, taking damage during this window will interrupt the move.
- Can hit your opponent up to 3 times, the first 2 hits cannot cause a wall splat nor a wallbreak, while the 3rd hit will always cause an instant wallbreak if your opponent is against the wall.
- Has projectile invincibility and will fully nullify most projectiles that come into contact with it, with some exceptions. [ExampleVideo]
- Goldlewis' SkyfishGuardAllStartup35Recovery84 TotalAdvantage-13 will ignore the shield and can still hit you if you are not careful.
The slow moving nature of this projectile makes it easy to avoid or wait out, though depending on your screen position your options may be limited.
- Jumping over the projectile is a simple way to avoid it, but possibly opens you up to anti-air attempts from Potemkin, including a potential Heavenly Potemkin Buster.
- Purposefully moving into the shield and blocking its 3 hits can be convenient, but it also opens you up to high/low attacks from Potemkin himself. Slide Head in particular can easily threaten against this strategy.
- The mirror can also be low profiled by certain moves, such as Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17. However if Potemkin stays close to the shield you may not be able to get fully past it.