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* Automatic Wall Break in the corner | * Automatic Wall Break in the corner | ||
* Grants a free Buster if they land close enough after blocking. | * Grants a free Buster if they land close enough after blocking. | ||
[someone put the input thing here, or delete this if it has no input to increase damage] | |||
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Revision as of 03:02, 24 May 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
Very strong poke, extremely fast for the size. useful in scramble situations and to snuff out approaches.
5K
A very active standing low. Special Cancellable, and gattlings into command normals
- Good for meaty setups
c.S
A fast, cancellable combo starter with quick recovery. Whiff a meaty c.S into Pot Buster as an occasional mixup.
f.S
Good far hitting poke with a decently high hitbox. Can be used to stuff long range jump attacks if timed right.
- Combos into 5H on normal hit for decent damage
5H
5D
6P
Potemkin puts his hands together and prays for his old 2S back.
- probably the best 6P in the game hitbox-speaking.
- Your go-to anti air option
6K
A slow starting mid that moves Potemkin forward.
- Use to close space after 2P (or 2s?)
- Cancel into FDB to catch opponents mashing
- Hold FDB for a strong mental mixup
6H
2P
A quick short poke.
- Good to check runs/dashes
- Won't whiff as often as 5P will.
2K
2S
A strong poke with good range. Staggers on CH for a conversion or Hammerfall.
- Cancel into Slide Head for a knockdown/HFB mixup
2H
Large vertical uppercut. very strong anti-air option which goes directly into Heat Knuckle or Heavenly Potemkin Buster. This move is highly unsafe, so only use it when you're sure it will connect.
- Must be thrown out on a read due to slow start up and lack of invincibility.
- Cancel window for Heat Knuckle or HPB extension is early, so have your followup in mind
- Combos from c.S at close range
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.
j.P
A Fast air-to-air option. Useful for when the opponent is above Potemkin, and j.H would be too slow. Chains into itself.
j.K
j.S
j.H
j.D
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Potemkin Buster
632146P
Potemkin's main command grab. Your entire gameplan revolves around getting your opponent into this. Does massive damage on hit, has good range, and can reach even farther than normal by kara cancelling 6K into it. (edit: recent loketest in arcades have removed the ability to Kara cancel Pot Buster after 6k)
Heat Knuckle
623H
A now blockable anti air.
- High Damage
- Automatic Wall Break in the corner
- Grants a free Buster if they land close enough after blocking.
[someone put the input thing here, or delete this if it has no input to increase damage]
Mega Fist
236P or 214P
Potemkin leaps forward or backward with a heavy double-punch. Forward mega fist is +3 on hit and block so it can be used in rapid succession to punish mashing. Due to Potemkin leaping in the air, mega fist is able to easily avoid most enemy attacks, usually causing an easy counter-hit. The large hit box leads to most anti-air attempts trading unless timed properly with a large hitbox.
Slide Head
236S
Potemkin falls forward and creates a shockwave that hits low and grants hard knockdown.
- 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
Hammer Fall
[4]6H
Potemkin lurches forward and clamps his fists together. Causes soft knockdown/instant tech on hit. HFB -> Pot Buster is a staple in Potemkin's gameplan. Practice it, live it, breathe it.
- 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. Will lose to any projectile with multiple hits.
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. You've already seen the video. You already know this loses to all the 6p's.
F.D.B.
63214S (Hold OK)
Potemkin leans down and flicks. A key part of Potemkin's anit-zoning toolkit.
- Has quite a large hitbox.
- Can be held to vary timing
Beware of whiffing this special on characters with long range buttons (Axl, Ino, etc)
Garuda Impact
214H
Overdrives
Heavenly Potemkin Buster
236236S
Potemkin leaps into the air at an angle, grabbing the opponent for MASSIVE damage.
- Quick startup lets you use this to react to jump ins
- Has decent priority, so it will beat many jump in options
- Has it's use as a movement tool if all else fails
LEGACY PLAYERS BEWARE the hitbox for HPB has been scaled back, and will whiff on wakeup jump back if you don't delay it.
Giganter Kai
632146H
Potemkin creates a Blue shield that slowly moves across the screen.
- Has infinite(?) projectile invincibility and will nullify any projectiles that come in contact with it
- Invincible on startup, making it a useful reversal tool
- Will stay on screen even if Potemkin is hit
Keep in mind, Giganter will NOT go full stage, so keep your screen position in mind.