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
c.S
f.S
5H
5D
6P
- probably the best 6P in the game hitbox-speaking.
6K
6H
2P
2K
2S
2H
Large vertical uppercut. very strong anti-air option which goes directly into Heat Knuckle or Heavenly Potemkin Buster.
2D
j.P
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.
Heat Knuckle
623H
- GGST Potemkin Heat Knuckle.png
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
Hammer Fall
[4]6H
F.D.B.
63214S (Hold OK)
Garuda Impact
214H
Overdrives
Heavenly Potemkin Buster
236236S
Giganter Kai
632146H