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Before reading this page-- you should be somewhat acquainted with Potemkins Moves. There is a lot of information there and this page should not repeat it.
- Potemkin Strategy revolves around 3 aspects
- Bullying with Pot's hard hitting normals and specials at the midrange
- Slide Head, Hammer Fall Break to close the distance.
- c.S strike/throw mix, Garuda okizeme, and Kara Potemkin Buster once the gap is closed.
- Always Be Charging (ABCs)
- While not as relevant as prior entries in the Guilty Gear series, Hammer Fall is still an incredibly useful tool for closing distance. Without it, Potemkin is significantly weaker.
- Hold back while doing ANYTHING that does not require you to be holding forward, such as during a Potemkin Buster animation. During inputs in combos, hold back as well (so instead of doing 2P, do 1P) so you can keep Hammer Fall ready.
- This is important as it'll allow Potemkin to chase after a knockdown and keep pressure going, keeping his threat real and closing out rounds quickly.
- Opponents aren't going to allow themselves to be in Potemkin Buster range until forced to stop evading.
- When stuck in the corner -- 5P/6P, Mega Fist, jumping, and Faultless Defense are your best friends.
- Potemkin Buster can be used as a hard call-out to tick throws, but is risky. It's much safer to fuzzy jump in general.
Kara Cancels with 6K
Potemkin's 6K Kara Cancels are an extremely useful tool that enhances all of his special moves and is important to just about everything Potemkin can do. There is already a tutorial in-game on how to learn how to do Kara Buster, as well as on Potemkin's overview pages, but you can click here if you haven't seen them.
List of Kara Cancelled special moves and their differences
Startup is increased by a couple of frames, usually 2. Added forward momentum.
- Kara Potemkin Buster (kPB, 632146K~P)
This is the one you should practice how to do first, and the aforementioned in-game tutorial will help you do this. Kara Buster makes it easier to catch opponents after certain gaps (such as after a Garuda Impact) thanks to the added startup, but most importantly it massively extends the range of Potemkin Buster, which is important for getting extremely high, meterless damage from punishes and for opening people as Potemkin.
- Kara Forward Mega Fist (kFMF, 236K~P OR 6K~236P)
Greatly extends the range of Forward Mega Fist allowing Potemkin to leap in from very far and close distance effectively. Still risky thanks to Mega Fist being unsafe on block, but push-back can still make it awkward for the opponent to punish you. Using kFMF in counter hit situations greatly extends the range of c.S combos.
- Kara Mega Fist (kBMF, 2146K~P OR 6K~214P)
Makes Mega Fist go about half the distance of a regular Mega Fist. Surrenders the frame advantage (-2 instead of +4) but carries heavy use in combos as it will ground bounce the opponent after every hit, allowing for extremely high damage juggles in the corner. You can also do it midscreen with a microwalk, giving you high damage anywhere on the screen as long as you have the execution! It is one of the more useful kara options Potemkin has.
You may have some difficulty with kBMF's input. For example, if you accidentally input a half circle with the first method (2146K~P), Kara Buster will come out instead. 6K~214P is harder to get used to, but it adds for consistency if you're worried about accidentally inputting Kara Buster. Click here for a video tutorial by Snap Grapple Pop if you need help.
- Kara Slide Head (kSH, 236K~S)
Moves Potemkin slightly forward while doing Slide Head, extending the range and making it easier to followup. Very useful in neutral for closing distance and applying a threat to your opponent.
- Kara Flick (kFlick, 632146K~S OR 6K~63214S)
Allows Potemkin to flick certain things that he wouldn't be able to otherwise (e.g. Ramlethal's sword explosions when he's not cornered).
- Kara Hammer Fall (kHF, 6K~H)
Gives Potemkin an extra push forward, which allows him to catch opponents much easier after Potemkin Buster knockdowns and more. One of those moves that you could recommend doing instead of the normal input almost every time. Required in order to get a real meaty c.S after a Potemkin Buster knockdown, otherwise your opponent can reversal mash.
- Kara Heat Knuckle (kHK, 6236K~H OR 6K~623H)
Actually not a meme! Has niche usage in combos performed on lightweights, and is a strong tool in neutral for calling out advancing jumps. Heat Knuckle has a ridiculous disjoint and little whiff recovery so being able to advance with it is a powerful space control tool. It also catches round start up+back.
- Kara Garuda Impact (kGaruda, 2146K~H OR 6K~214H)
Another big money maker. Garuda is already one of Potemkin's most useful moves, but extending its range allows for specific and very powerful oki setups to force the opponent in a very bad position while chipping away at their health, and some combos.
Do I have to learn how to kara?
No. However, the time investment is low and the gains are numerous. Understand many punishes and Potemkin Buster setups are unavailable sans kara specials. While you can win without them, it's advised you learn them when you can.
In matchups where Potemkin is the aggressor
More "traditional" style grappler matchups will force Potemkin to work his way in. Primary tools in these matchups are ones that help Potemkin work his way into his threat range.
- Slide Head
Can almost always be used to apply pressure from any farther distances. When used to stuff out attacks on reaction like projectiles or moves with long startup, the award is especially great in the form of a long range Hammer Fall Break.
- F.D.B (flick)
As is it's primary use, reflecting projectiles with F.D.B can help give Potemkin breathing room when being pressured from distances that aren't comfortable to him. The fireball can also provide protection for Potemkin while he makes his approach.
- Hammer Fall & Hammer Fall Break
Scoring any form of knockdown, F.D.B reflect, or even some hits on block can net Potemkin valuable distance, allowing him to close ground.
- 236P, 236K~P, and 2146K~P
While (usually) risky, an advancing Megafist can be an excellent approach tool. Calling out options that are low to the ground near the midrange can be a free ticket to Potemkin's ideal range, depending on which Megafist is used. Standard forward Megafist is the easiest to throw out on a dime, but is unsafe on both block and hit unless spaced properly. the same thing goes for Kara Forward Megafist, but the range allows you to approach from farther. Kara Back Megafist is both the most executionally difficult and safest Megafist. It's completely unpunishable on block, allowing for a safe air approach, but it travels easily the least distance of every advancing Megafist.
In matchups where Potemkin is not the aggressor
Characters whose sole focus is to close the gap and apply pressure oftentimes allow Potemkin to set the tempo of the round. Time in these matchups is mostly spent playing keepout with Potemkin's large normals and punishing intensely when the opponent overextends.
- f.S, 5H, 6H, 2D
Characters with short range or a focus on grounded approach can struggle against these buttons. Playing patiently to whittle down the opponent's mental fuse is key here.
- 5P, 5P
Being Potemkin's fastest buttons, they can stop pressure in its tracks when opponents try to approach recklessly.
Back Megafist is one of Potemkin's strongest defensive tools. It allows him to retreat to a comfy distance (almost) safely, and is both plus on block and has considerable reward on counter hit. The ability to use back Megafist to punish an opponent who overextends is a strong tool that shouldn't be overlooked.
- PRC > c.S xx Garuda cannot be jumped.
Also see Garuda Oki.
Garuda Impact and CH 2S stagger allow for a guaranteed Potemkin Buster in range, but it may have to be input as kPB. A blocked Garuda or c.S leads to a strike/throw mix between Potemkin Buster and delayed gatlings. e.g. a blocked c.S leads to delayed 2S / 2H or Potemkin Buster; a blocked Garuda can be mixed between 2D and Potemkin Buster, but other options are possible for the Garuda situation too. It is possible to Potemkin Buster an opponent's wakeup, but it should be sparingly used unless as a read to a reversal DP as wakeup throw-protection makes a "meaty" Potemkin Buster fuzzy-jumpable at best, and mash-punishable at worst. When 50% tension is available, Potemkin can create a safe Potemkin Buster by Option Selecting a PRC after inputting the grab. If the grab connects, the PRC doesn't activate. If the grab whiffs, Potemkin is safe from the PRC and can, in many cases, punish the option the opponent chooses to escape.
Covering Escape Options
Potemkin Buster is not only useful in its raw properties as a command grab, but the fear of its presence is incredibly valuable in pressure. In many cases, it's easy to score knockdowns in oki situations from the simplest of setups, because the opponent is deathly afraid of getting grabbed. 5K and 2K can clip prejump frames easily. After patch 1.09, Making the opponent block Heat Knuckle is considerably more rewarding than it was before. It cranks RISC gauge, leaves Potemkin at heavy advantage, and drops the opponent in the perfect position to continue pressure. Buttons like f.S, 5H, and 6H are effective at catching an opponents backdash, as is Slide Head and 2D.
Baits and Safejumps
Baiting out an opponent's risky option like a reversal or burst is one of the greatest money makers for Potemkin, as 9 times out of 10, it leads to a direct punish with Kara Buster, followed by Garuda Oki.
- Burst Baits
- Jump canceling c.S and blocking
- Staying just outside of burst range with Garuda Impact's massive hitbox.
- Sometimes just sitting still while the opponent is in the corner without resources is enough to scare a player into bursting.
- Landing with j.H after 2D, Potemkin Buster, or an OTG c.S after throw.
Garuda Impact (214H) is one of Potemkin's best, and most useful special moves. After a knockdown, Garuda is an excellent way to force a very nasty situation on your opponent. Garuda okizeme's versatility is nearly boundless; there is no reason not to do it when possible. It deals a ton of chip damage, can even be meatied twice in a row, and it beats nearly every reversal option the opponent could use to escape it. Once blocked, Garuda okizeme allows for a simple strike/Potemkin Buster mixup for a ton of damage, or other silly things.
You can set up Garuda okizeme after most of Potemkin's knockdowns, such as CH 6P, air-hit Mega Fist, 2D, Throw, and Potemkin Buster if you're close enough to the corner. If you actually are in the corner, you can set up Garuda after combos easily by hitting the opponent with an OTG 5K/c.S and cancelling into Garuda, which will hit them meaty and reset the situation. Spacing Garuda is important, as if you are too close to the opponent you run the risk of reversals beating you. If spaced properly, the only thing an opponent can do is use a reversal super, and in many cases reversal supers will clash with Garuda. In this case, cancel into Faultless Defense and punish the opponent.
This is one of Potemkin's greatest strengths and it's recommended you do it as much as you can. Being able to force your opponent to block the already dangerous Garuda is phenomenal, and it lets Potemkin carry momentum very easily after a knockdown - a unique strength among most of the GGST cast.
Options after Garuda
- On Hit
- Garuda > kPB
Very easy way to get a lot of extra damage, corner carry, and set up into another Garuda if you're close enough to the corner.
- On Block
It's recommended you delay most options to make the timing ambiguous, as well as ensuring Potemkin Buster will hit.
- Potemkin Buster / kPB
Will open opponents who choose to block easily, as well as kPB closing the distance on a far blocked Garuda. Will lose to jumping.
Will open opponents trying to block, jump, or backdash. Cancel into Hammer Fall Break immediately to loop Garuda oki if they got hit by this, which also means more chip damage to scare them.
+4 on block and one of your best options. It will catch opponents attempting to jump or mash, and if this is blocked as well it sets up your c.S strike/throw mix with Potemkin Buster or delayed gatlings. On hit, you get a fat combo.
- Roman Cancel (BRC/PRC)
Sets up an even scarier mixup with 5K, 5D, and Potemkin Buster. A good way to close out rounds if you have the meter. If you want to make the high/low less reactable, you can use 2D as well, but if you already know your opponent is focused on reacting to the high/low then Potemkin Buster them instead.
- Double Garuda
Yes, you can do Garuda twice in a row.
It's actually possible to make Garuda land so meaty that you can followup with a second kGaruda for twice the chip damage, closer range, and all of your regular On Block followups afterwards. The opponent cannot jump, mash, or throw out of the second Garuda if done right. Garuda needs to hit on effectively the last possible frame in order for this to be possible - this actually makes it so meaty your opponent can backdash it if they anticipate it. Use it after you've conditioned them to block Garuda and not backdash, which shouldn't be too hard to do on an experienced player. While it's very hard to realize you're going for a kGaruda on the first hit, opponents can still attempt to reversal super or DP out once they realize that's what you're doing. It's recommended you only use this on characters without DPs.
The reward for Double Garuda is as massive as it sounds. With proper conditioning, it will only make you even scarier.
Potemkin struggles the most when he is unable to either get in and/or stay in, as well as applying pressure safely without expending meter. If you have a significant life lead against Potemkin, he can find it difficult to deal with an opponent who is holding down+back to block Slide Head and reacting to approaches such as using 6P versus or throwing an advancing Hammer Fall. In neutral, you should play at the range just outside of Potemkin's 5H if your character permits it. At this range, you can punish overzealous usage of Slide Head with an instant airdash into a full punish. You're also capable of stuffing or whiff punishing any normals Potemkin would like to put out at this range such as f.S, 2S, Flick, and 5H. That being said, he can have some problematic moves which are covered in the following sections.
"He keeps using Mega Fist, what do I do?"
Using 6P against Mega Fist is not a reliable answer as the hurt/hitbox ratio is skewed heavily in Potemkin's favor despite being an advancing aerial attack. If you're desperate to antiair Potemkin's Mega Fist, then air-throw will be your most reliable option. Generally speaking, it is preferable to simply dash block and take your turn and/or punish afterwards. Potemkin is -6 on a blocked Forward Mega Fist and even a kara-cancelled Mega Fist changes the frame data from +4 to -2 on block. Forward Mega Fist is also -2 on hit, so you're still able to assert your turn in both situation. Potemkin cannot challenge you due to his slow buttons. That being said, Potemkin is capable of doing a backdash after Forward Mega Fist on hit to bait out attempts to check his pressure, leading to interesting situations such as a 66BRC into Potemkin Buster punish.
"Garuda is insane! How is this even a move?"
It's a good move. A really good one. Garuda okizeme is one of Potemkin's stronger assets, if not his strongest. The way to deal with it is to simply accept that you must trade some of your life to exit the RPS that is heavily skewed in Potemkin's favor. In the midscreen, and only the midscreen (corner will lead to a reset on okizeme), you should be backdashing Garuda okizeme on reaction to purposefully eat the hit and get blasted fullscreen. Potemkin cannot do anything about this without 50 Tension; he can buffer a 66 motion and reaction RC to your intentional backdash to get hit by Garuda and convert into a full combo, although this is more difficult to confirm when Potemkin is running DP-safe Garuda okizeme.
Okay. You didn't get hit by Garuda on purpose and you ended up blocking it. You're trapped in the RPS now. Watching the 2 minute video explanation of the Garuda RPS should hopefully give you a better understanding of your options, but at the end of the day, you are just picking an option and hoping for the best. Against beginner Potemkin players who do not delay their strike option to hit after Garuda's guard crush ends, fuzzy jumping/fuzzy backdashing is a very powerful defensive tool; against Potemkins who understand and represent the strike/throw mix specifically after Garuda ends, you are just guessing. Same applies to a blocked Garuda 66BRC. You are completely guessing between 5K and Potemkin Buster.
Axl is a neutral monster. One of Potemkin's most difficult matchups, as per Guilty Gear history. vs. Axl Primer
Also one of Potemkin's hardest matchups. Small video on Nagoriyuki pressure structure and Potemkin's answers to the RPS
Mega Fist can punish fireball at range, alternative but more rewarding punish than Flick.
- 6P beats Sol Poente (Flip kick) and Trovao (Arrow) on reaction.
- Potemkin is able to force Giovanna to approach with his big buttons
Players To Watch
- Missing a few moves, majority of options present
- Quick, informative, entertaining - many of the discussed garuda 50/50s
- Lots of FAB
- Large, active, willing to help
Click [★] for character's full frame data