GGXRD-R2/Potemkin

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Overview

Overview

Potemkin is Guilty Gear's mainstay grappler. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punishes their reaction or lack thereof.
Lore:He was a former slave in the empire of Zepp, and was a supporter of the democratic revolution that took place. He is currently a member of Zepp's elite presidential guard. Despite his appearance, Potemkin is actually a very intelligent calculating individual who dislikes fighting, only doing it when absolutely necessary. He is also generally kind to others, and is capable of keeping his patience even when the person he's speaking to isn't being necessarily friendly.
Voice:Takashi Kondou
Playstyle
Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punishes their reaction or lack thereof.
Pros Cons
  • Potemkin Buster: The command grab that defines Potemkin. Blazing fast with huge range and damage, it lends itself well for use on offense and on defence when combined with universal mechanics and his great backdash.
  • Powerful Backdash: A contender for the best backdash. A very good tool to get out of pressure situations due to being fully invincible until its final frame.
  • Obscene Corner Damage: Some of the highest damaging conversions in the game off corner hits or Potemkin Buster.
  • High Stun Potential: A number of Potemkin's combos use normals with high stun modifiers, making a stun a big threat. His Giganter Kai super also has a huge stun modifier, giving him combos that stun from one touch.
  • Massive Stamina: The highest effective health in the game. Potemkin has a defense modifier of 0.93. He also has the highest stun resistance in the entire game, making him borderline impossible to stun.
  • Unique Antizoning Options: F.D.B and Slidehead allow Potemkin to deal with zoning.
  • Corner Reliant: His midscreen pressure suffers from not having strong ways to discourage Fuzzy JumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.s and he lacks damage without the corner.
  • Slow: Potemkin cannot run or airdash, and has 5f jump startup. This makes approaching the opponent difficult and linear, and Hammerfall is not a suitable replacement for these shortcomings.
  • Weak to Zoning: While he has F.D.B and Slidehead, Potemkin still struggles to deal with matchups where his opponent would rather stay out of his range.
  • Large: Big hurtbox that makes him more susceptible to instant overheads, F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, and character specific combos.

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
55 Mid 15 7 16 -4 -

One of Potemkin's best pokes. It is huge, has solid and easy reward on counterhit at most ranges, and is mostly safe on block at -4. Has a lower hitbox than f.S, so it's not recommended to prevent air approaches in the same manner. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with HammerfallGGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-16
.

Close hit combos into Hammerfall. On CH you can follow up with Hammerfall from any range, though if 5H catches an extended hurtbox it can fail to combo.

Similar to f.S, this move is susceptible to low profiles. Don't get too predictable!

Gatling Options: 5D, 2D

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
42 Mid 11 7 19 -9 1~4F Upper body
5~12F Above Knees

The go-to anti-air. It has impressive upper-body invulnerability and a sizable hitbox, which is good because it's really only any good when it counter hits. A normal hit will lead to pretty much nothing, except for a very close hit where you can link 5P into Heat KnuckleGGXRD Potemkin HeatKnuckle.pngGuard:
Unblockable Hit Grab
Startup:
12
Recovery:
21
Advantage:
+14
. On counter hit, you can combo into Heat knuckle at most ranges and an air series into I.C.P.MGGXRD Potemkin ICPM.pngGuard:
Mid
Startup:
13
Recovery:
29
Advantage:
-
at certain ranges

Upper body invuln frames 1~22.

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
40 Mid 16 8 20 -9 -

An integral forward advancing normal, both in pressure and in corner combos.

Since it clears lot of space in a short amount of time, this can be used to stick to your opponent in blockstring. On normal block, cancelling to FlickGGXRD Potemkin FDB.pngGuard:
Mid
Startup:
19
Recovery:
12
Advantage:
+2
leaves a 1f gap, cancelling to HammerfallGGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-16
true strings but a slight delay will leave a gap, and cancelling to Hammerfall Brake will leave you +2! When combining all these options, 6K becomes a formidable threat as a pressure tool as it becomes a prime point to tick throw, reset pressure, or do a devastating frametrap. A savvy defender will look to instant block this move, as it takes most of the sting out of it on block by making the special cancel gaps larger and making it minus if cancelled to Hammerfall Brake. They may also use FD to push you out to make 6K whiff if you're not careful with your blockstrings

In the corner, 6K works excellent as a frametrap to catch jumps as on air hit it causes a long enough wallsplat to loop into itself through [6K > Hammerfall Brake]xN. These loops are a staple combo filler in the corner due to dealing very high damage.

  • On air hit, causes approximately 36f of wallsplat.
  • Staggers on counterhit

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
80 Mid 23 5 30 -16 -

His longest reaching normal, and his most damaging, but not suited to standard poking due to its slow startup. Instead, it can be seen as combo filler or as a situational combo starter

Midscreen, there is no meterless followup on normal hit, but they are launched a far distance towards the corner. On counterhit, the same applies. Closer to the corner, 6H's value as a combo starter drastically increases. In the corner, a slightly spaced normal hit 6H has meterless followups on a majority of the cast that leads to dealing 50%, and a counterhit 6H will lead to a practical, meterless TOD on half the cast from slightly closer than round start position. As a result, 6H is most commonly used to fish for counterhits or as a combo starter after a stun.

  • On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
  • Counter hit blows opponent away and causes them to tumble on the ground for XX frames. The opponent is treated as airborne for followups.

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
30 High 27 2(2)2(2)2 8 +1 -

Universal overhead. Punish tool, combo tool, and occasional surprise mixup tool.

5D has incredible reward when you can land it. A simple homing dash combo in the corner will deal extreme damage, and a homing jump that ends with I.C.P.MGGXRD Potemkin ICPM.pngGuard:
Mid
Startup:
13
Recovery:
29
Advantage:
-
has a great deal of corner carry. Much like other 5Ds, it's fairly difficult to use in pressure due to its slow startup, obvious animation, and orange glow. However, its high reward on hit make it worth trying occasionally.

80% initial prorate.

2P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
12 Mid 6 4 6 ±0 -

2P is a great normal that does just about everything you could ask of a P normal, except anti air.

It has amazing range that reaches at round start, and is only 6f 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., making it a great abare tool when BusterGGXRD Potemkin PotemkinBuster.pngGuard:
Ground Throw: 308000
Startup:
3
Recovery:
Total 40
Advantage:
+62
doesn't work, and it has a short total duration and good active frames making it a good low-commitment poke. It also has great gatlings making it a good pressure starter as well as being able to combo into 5K and 2K at close range, but they can whiff at max range.

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

2K

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
36 Mid 14 3 20 -6 -

2S is a fairly large button that sees use in pressure and in neutral as a poke.

Lots of normals gatling into this, and it staggers on counterhit, making it a good frametrap tool. When combined with its 6K gatling, 2S being 0 on block when cancelled to Hammerfall Brake turns it into a solid point to tick throw, reset pressure, and frametrap from. Though it has less range than f.S and 5H, it can also be used as a poke as it gatlings to 2D for a simple knockdown at all ranges

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

2H

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
35 Low 12 5 14 -2 -

Potemkin turns on his heel to deliver a long-range sweep. Low, with decent startup considering its reach. Though negative on block, its range means you're unlikely to be punished even up close, and gives it some viability as a tick grab setup. Can also be used on oki when you're too far away for 5K but still want to tag the opponent with a low. But in general you're better off only using this on grounded combos for the knockdown, and sticking with Hammerfall cancels for pressure.

j.P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
18 High / Air 7 6 6 - -

A quick elbow jab. Potemkin bunches up into a ball for this one, shrinking his hurtbox somewhat, but not enough to make a huge difference. Cancels into itself and all his other aerial attacks, and is a good choice for air-to-air combat. If the opponent blocks, keep pressing it until you both land and you can set up pressure or go straight for a grab. Additionally, since j.S gatlings back into j.P, you can use j.S as a jump-in, cancel into j.P if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
36 High / Air 13 6 23 - -

An overhead hammer swing with both fists. Covers a good amount of space, going from slightly above to well below Potemkin as the active frames complete. Desirable as a jump-in for its hitbox, its ability to cancel into j.P for grab setups, and the fact that it staggers grounded opponents on counter hit, allowing combos directly into Potemkin Buster (or anything else you might want to try). Air counter hits provide pretty decent untechable time, allowing you to combo into Heat Knuckle after landing, depending on the height.

Gatling Options: j.P, j.H, j.D

j.H

j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
0,60 Ground Throw: 96250 1 - - +37 -

Potemkin channels his former self, and scoops his opponent up over his head, then slams them down like a ragdoll in front of him. This replaces his old over-the-shoulder throw, and comes with a few advantages in comparison. First and foremost, it keeps them much closer, and Potemkin recovers in time to attempt oki. Secondly, he now throws the opponent in the same direction as the lever is pressed, meaning he can more easily throw the opponent into the corner while on defense. These benefits come at a cost, and that's virtually no combo options. Can be followed in midscreen with RC 2H>HFB>sj j.P>j.K>j.S>ICPM, and in corner RRC>6K>HFB 4x>trishula>6k>trishula>j.K JC j.H>ICPM

Has 65% forced prorate.

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Heat Knuckle

623H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
Heat Knuckle
623H
0,15×2,40 Unblockable Hit Grab 12 2 21 +14 -
Heat Extend
Knuckle>63214H
90 - - - - +53 -

Heat Knuckle is Potemkin's anti-air grab. He reaches his hand up at about a 45-degree angle, and if the opponent is caught, they're locked into his hand to be set on fire. After three hits, they get blown away. In the corner, Potemkin can actually grab them with another Heat Knuckle if he's still close enough.

Heat Extend is a follow-up to Heat Knuckle, in which Potemkin channels energy into his gauntlet, then blows the opponent away with a large explosion. This adds a big chunk of damage to Heat Extend, and sends the opponent farther away, though they can still tech before they hit the ground.

Since Heat Knuckle always sends the opponent away, there's no reason not to use Heat Extend except in rare instances where you can combo Heat Knuckle into itself.

Megafist

236P or 214P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
236P 50 High / Air 24 8 8 -4 1~39 Lower Body
214P 50 High / Air 25 9 6 +4 1~39 Lower Body

Potemkin leaps forward or backward with a heavy double-punch. Though he isn't airborne immediately, he does get some lower body invulnerability from frame 1.

Forward Mega Fist has some use as an approach, especially if YRC'd, but is very unsafe on block (guaranteed throw up close) and not even that useful on hit unless its CH or you RRC it. Meanwhile, Backwards Mega Fist is plus on block, staggers on counter hit, and has more active frames. However, this doesn't mean you can't use Forward Mega Fist in pressure, properly spaced it is good way to advance and stuff certain moves. During Danger Time mega fist becomes a lot better, since it's relatively fast overhead and leads to dust on hit.

Forward: Lower body invuln frames 1~39, airborne from frame 3 onward. Backward: Lower body invuln frames 1~39, airborne from frame 5 onward.

Slide Head

236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
40[0] Low[Unblockable] 25[29] 2[1] Total 54 -11 1-16 Above Knees

Potemkin rears back, then slams his massive body to the ground, creating a shockwave. This attack actually has two stages. The first is Potemkin's actual body, a standard attack that hits low and knocks the opponent down if they don't block it. Once he lands, the shockwave occurs: if the opponent is on the ground when it happens, they get knocked down. In both cases, the opponent is knocked down for considerably longer than usual, giving Potemkin plenty of time to close the distance, if applicable, and set up okizeme. Note, however, that if the first attack connects, even if it's blocked, the shockwave will not occur.

Slide Head has some upper body invincibility as it starts up, which might be enough to get you out of a counter-poke, but don't rely on it too heavily.

There is also a window in which Potemkin can hit the ground and create the shockwave effects, but then YRC before the actual shockwave occurs. Great if you're trying to scare the opponent into jumping.

You can also time Slide Head so that the shockwave hits just as the opponent is getting up. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. You can then RC, slowing down time and extending their knockdown animation, giving you time to combo them while they're still airborne and do some big damage.

There are some exceptions to the rules for Slide Head's shockwave. Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (I-no, Ramlethal, Dizzy, Johnny, etc). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status.

Hammer Fall

[4]6H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
Normal
[4]6H
60 Mid 18[31] 2 33 -16 1~Super Armor
Brake
Hammer Fall > P
- - - - Total 15 - -

Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, arms spread, then smashes them together once he's in range of the opponent. He can travel about 3/4 of a screen length like this, and the attack only goes active if the opponent is in range to be hit by it (though, if they're moving at the time, the actual attack portion's startup may still cause it to miss). While traveling forward, Potemkin has a single hit of super armor, which will absorb any attack besides Overdrives for half damage and keep on truckin'.

Unsafe on block, you should be really careful to throw this move out without meter to yrc/rrc. Also has some utility in combos, as it causes float on hit, and has long untechable time in counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting P during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you to, for example:

  • Absorb the hit of an obvious attack with long recovery, Brake, and punish.
  • Cancel into Hammerfall during a block string, stop early, and tick grab/punish escape/continue pressure.
  • Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)

F.D.B.

63214S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
Flick 40 Mid 19 3 12 +2 4~18 Reflect
Reflected 16 All 2 150 Total 22 - 1~22 Strike

Flick Dat Back! Potemkin kneels down and props his arm up, storing up energy and unleashing it with a quick flick. The flick itself has a massive hitbox, much larger than its animation suggestions, and can stagger opponents on hit or keep you safe on block. Its faster startup compared to previous games creates new opportunities for combos on the ground, especially after 6K.

  • You can hold button to delay flick.

While F.D.B. is starting up (frames 4~18), if a projectile attack hits Potemkin, he'll reflect it back with the flick as a screen-filling wave of explosions. This wave eats up other projectiles it meets, and if it hits the opponent on the ground, will cause them to stagger (on air hit they just get floated a bit, but the untech time is still decent). This instant flick also makes Potemkin recovery significantly faster, allowing him to capitalize on this new pressure he's created.

  • If Potemkin reflects a projectile, he becomes strike invuln until he recovers.
Reflectable Projectiles Table
Character Move
Answer
  • Business Ninpo: CaltropsGGXRD Answer Caltrops.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 42
    Advantage:
    -7
  • Business Ninpo: Under the BusGGXRD Answer UnderTheBus.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 40
    Advantage:
    +4
Axl Low
  • Sickle FlashGGXRD Axl SickleFlash.pngGuard:
    Mid
    Startup:
    13
    Recovery:
    37
    Advantage:
    -13
  • Spindle SpinnerGGXRD Axl SpindleSpinner.pngGuard:
    Ground Throw
    Startup:
    27
    Recovery:
    38
    Advantage:
    +34
Baiken
  • Tatami GaeshiGGXRD Baiken TatamiGaeshi.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 45
    Advantage:
    -4
  • YashagatanaGGXRD Baiken Yashagatana.pngGuard:
    All
    Startup:
    33
    Recovery:
    Total 48
    Advantage:
    +5
Bedman
  • Task AGGXRD Bedman TaskA.pngGuard:
    All
    Startup:
    18
    Recovery:
    Total 49
    Advantage:
    -5
  • Task A'GGXRD Bedman TaskA.pngGuard:
    All
    Startup:
    37
    Recovery:
    Total 70
    Advantage:
    +9
  • Deja VuGGXRD Bedman DejaVu.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 30
    Advantage:
    -
    (All versions.)
Chipp Zanuff
  • Gamma BladeGGXRD Chipp GammaBlade.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 56
    Advantage:
    +5
  • ShurikenGGXRD Chipp Shuriken.pngGuard:
    All
    Startup:
    23
    Recovery:
    Until Landing+6 After Landing
    Advantage:
    -
  • KunaiGGXRD Chipp WallCling2.pngGuard:
    All
    Startup:
    9
    Recovery:
    Total 18
    Advantage:
    -
Dizzy
  • I used this to catch fishGGXRD-R Dizzy ToCatchFish.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 62
    Advantage:
    -23
  • For searing cod...GGXRD-R Dizzy ForSearingCod.pngGuard:
    All
    Startup:
    26
    Recovery:
    Total 63
    Advantage:
    -11
  • I used this to pick fruitGGXRD-R Dizzy ToPickFruit2.pngGuard:
    All
    Startup:
    22
    Recovery:
    Total 37
    Advantage:
    +11
  • For roasting chestnuts...GGXRD-R Dizzy ForRoastingChestnuts.pngGuard:
    All
    Startup:
    36
    Recovery:
    Total 48 (uncharged)
    Advantage:
    +14
  • We talked a lot togetherGGXRD-R Dizzy WeTalkedALot.pngGuard:
    All
    Startup:
    60
    Recovery:
    Total 36
    Advantage:
    -
    (The projectile will immediately hit the fish.)
  • We fought a lot togetherGGXRD-R Dizzy WeFoughtALot.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 36
    Advantage:
    -
    (Only the S/H versions.)
  • For putting out the lightGGXRD-R Dizzy ForPuttingOutTheLight.pngGuard:
    All
    Startup:
    17
    Recovery:
    Total 50
    Advantage:
    -14
  • The light was so small in the beginningGGXRD-R Dizzy TheLightWasSoSmall.pngGuard:
    All
    Startup:
    33
    Recovery:
    Total 54
    Advantage:
    +9
  • Please leave me aloneGGXRD-R Dizzy PleaseLeaveMeAlone.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 24
    Advantage:
    -
    (The bubble's explosion.)
  • What happens when I'm TOO aloneGGXRD-R Dizzy WhenI'mTOOAlone.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 29
    Advantage:
    -
    (The bubble's explosion.)
Elphelt Valentine
  • PineberryGGXRD-R Elphelt Pineberry.pngGuard:
    -
    Startup:
    -
    Recovery:
    19
    Advantage:
    -
    (Both the toss and the explosion.)
  • Miss ConfireGGXRD-R Elphelt MissConfire.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
Faust
  • 5D ReflectGGXRD Faust 5D.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    -
    (The resulting baseball from a successful reflect.)
  • LoveGGXRD Faust Love.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 43
    Advantage:
    -
    (Only the thrown bag, not the explosion itself.)
  • What Could This Be?GGXRD Faust WhatCouldThisBe.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 23 [35]
    Advantage:
    -
    /W-W-What Could This Be?GGXRD Faust W-W-WhatCouldThisBe.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 46(Super Freeze 1)
    Advantage:
    -
    • HammerGGXRD Faust Hammer.pngGuard:
      All
      Startup:
      13
      Recovery:
      contact or landing
      Advantage:
      -
      /Golden HammerGGXRD-R2 Faust GoldHammer.pngGuard:
      All
      Startup:
      13
      Recovery:
      contact or landing
      Advantage:
      -
    • Chibi FaustGGXRD Faust ChibiFaust.pngGuard:
      All
      Startup:
      45
      Recovery:
      contact or landing
      Advantage:
      -
      /Large FaustGGXRD-R2 Faust BigFaust.pngGuard:
      All
      Startup:
      45
      Recovery:
      contact or landing
      Advantage:
      -
    • BombGGXRD Faust Bomb.pngGuard:
      All
      Startup:
      131
      Recovery:
      explosion
      Advantage:
      -
      /FireworksGGXRD-R2 Faust Fireworks.pngGuard:
      All
      Startup:
      192
      Recovery:
      explosion
      Advantage:
      -
    • MeteorsGGXRD Faust Meteors.pngGuard:
      All
      Startup:
      196~
      Recovery:
      all meteors land
      Advantage:
      -
      /Gigantic MeteorGGXRD-R2 Faust BigMeteor.pngGuard:
      All
      Startup:
      196~
      Recovery:
      last hit after landing
      Advantage:
      -
    • PoisonGGXRD Faust Poison.pngGuard:
      All
      Startup:
      85
      Recovery:
      landing
      Advantage:
      -
    • 100 Ton WeightGGXRD Faust 100TonWeight.pngGuard:
      All,Unblockable
      Startup:
      13
      Recovery:
      landing
      Advantage:
      -
      /10,000 Ton WeightGGXRD-R2 Faust 10,000ton.pngGuard:
      All,Unblockable
      Startup:
      13
      Recovery:
      landing
      Advantage:
      -
      (Both the weight itself and the shockwave.)
    • Oil CombustionGGXRD Faust OilCombustion.pngGuard:
      All
      Startup:
      11
      Recovery:
      -
      Advantage:
      -
    • Jump PadGGXRD Faust JumpPad.pngGuard:
      Unblockable
      Startup:
      87
      Recovery:
      expires
      Advantage:
      -
      (After it lands.)
I-No
  • 5DGGXRD Ino 5D.pngGuard:
    High
    Startup:
    26
    Recovery:
    9
    Advantage:
    -7
    (Only after being YRC'd.)
  • Antidepressant ScaleGGXRD Ino AntidepressantScale.pngGuard:
    All
    Startup:
    18
    Recovery:
    Total 50
    Advantage:
    -12
  • Chemical LoveGGXRD Ino ChemicalLoveK.pngGuard:
    All
    Startup:
    11
    Recovery:
    13+8 After Landing
    Advantage:
    +3
  • Chemical Love (Vertical)GGXRD Ino ChemicalLoveS.pngGuard:
    All
    Startup:
    11
    Recovery:
    11+9 After Landing
    Advantage:
    -4
Jack-O
  • Remove the Chain of ChironGGXRD-R JackO Remove the Chain of Chiron.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total: 32+10 After Landing
    [Total: 51+10 After Landing]
    Advantage:
    [-8]
  • Ghost ThrowGGXRD-R JackO GhostThrow.pngGuard:
    -
    Startup:
    12
    Recovery:
    Total: 32
    Advantage:
    +6
  • ExplodeGGXRD-R JackO Explode.pngGuard:
    -
    Startup:
    192
    Recovery:
    12
    Advantage:
    -
  • All Servant attacks.
Jam Kuradoberi
  • N/A
Johnny
  • Glitter is GoldGGXRD Johnny GlitterIsGold.pngGuard:
    All
    Startup:
    6
    Recovery:
    Total: 17
    Advantage:
    +8
  • ZweihanderGGXRD Johnny Zweihander.pngGuard:
    All
    Startup:
    1
    Recovery:
    Until Landing + 10
    Advantage:
    -
Kum Haehyun
  • 5DGGXRD-R Haehyun 5D.pngGuard:
    High
    Startup:
    26
    Recovery:
    12
    Advantage:
    +2
    (Only after being YRC'd.)
  • Tuning BallGGXRD-R Haehyun TuningBall.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total: 48
    Advantage:
    -16
Ky Kiske
  • 5DGGXRD Ky 5D.pngGuard:
    High
    Startup:
    28
    Recovery:
    11
    Advantage:
    -5
  • j.DGGXRD Ky jD.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 25+8 after landing
    Advantage:
    -
  • Stun EdgeGGXRD Ky StunEdge.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 46
    Advantage:
    -10
  • Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 69
    Advantage:
    +14
  • Air Stun EdgeGGXRD Ky AirStunEdge.pngGuard:
    All
    Startup:
    21
    Recovery:
    41+14 Landing
    Advantage:
    +2
Leo Whitefang
  • Graviert WurdeGGXRD Leo GraviertWurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    36(46T)
    Advantage:
    -8
May
  • Applause for the VictimGGXRD May ApplauseForTheVictim PK.pngGuard:
    All
    Startup:
    25
    Recovery:
    Total 43
    Advantage:
    +2
    (As long as she's not riding it.)
  • Don't Miss It!GGXRD May DontMissIt.pngGuard:
    All
    Startup:
    37
    Recovery:
    Total 45
    Advantage:
    -
Millia Rage
  • Tandem TopGGXRD Millia TandemTop.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total: 38
    Advantage:
    -1
  • Silent ForceGGXRD Millia SilentForce.pngGuard:
    All
    Startup:
    11
    Recovery:
    23 Total
    Advantage:
    -
  • Secret GardenGGXRD Millia SecretGarden.pngGuard:
    All
    Startup:
    77
    Recovery:
    Total: 74
    Advantage:
    -
Potemkin
  • Slide HeadGGXRD Potemkin SlideHead.pngGuard:
    Low[Unblockable]
    Startup:
    25[29]
    Recovery:
    Total 54
    Advantage:
    -11
  • TrishulaGGXRD Potemkin Trishula.pngGuard:
    Mid
    Startup:
    25
    Recovery:
    18
    Advantage:
    -6
  • F.D.B. ProjectileGGXRD Potemkin FDB2.pngGuard:
    All
    Startup:
    2
    Recovery:
    Total 22
    Advantage:
    -
Ramlethal Valentine
  • Deploy Giant SwordGGXRD Ramlethal 2S.pngGuard:
    All
    Startup:
    67 [96]
    Recovery:
    Total 33
    Advantage:
    -
    (All versions.)
  • CassiusGGXRD Ramlethal Cassius.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 46
    Advantage:
    -1
Raven
  • Schmerz BergGGXRD-R Raven SchmelzBerg.pngGuard:
    All
    Startup:
    13
    Recovery:
    36 + landing 12
    Advantage:
    -9
  • Gebrechlich LichtGGXRD-R Raven GebraeuchlichLicht.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 45 + landing 8
    Advantage:
    -4
  • Scharf KugelGGXRD-R Raven ScharfKugel.pngGuard:
    All
    Startup:
    71
    Recovery:
    Total:46
    Advantage:
    +30
Sin Kiske
  • N/A
Slayer
  • Helter SkelterGGXRD Slayer HelterSkelter.pngGuard:
    All
    Startup:
    25
    Recovery:
    13
    Advantage:
    +12
Sol Badguy
  • Gun FlameGGXRD Sol GunFlame.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 50
    Advantage:
    -4
  • BreakGGXRD Sol Kudakero1.pngGuard:
    All
    Startup:
    22
    Recovery:
    29 after landing
    Advantage:
    +2
Venom
  • Ball HitGgxrd venom ballhit.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    -
  • QVGgxrd venom qv.pngGuard:
    Mid
    Startup:
    20~83
    Recovery:
    Total 38~101
    Advantage:
    -4 [-1, +1, +5]
  • Stinger AimGGXRD Venom Stingeraim.pngGuard:
    All
    Startup:
    15~26
    Recovery:
    Total 43~54
    Advantage:
    -2
  • Carcass RaidGgxrd venom carcassraid.pngGuard:
    All
    Startup:
    16
    Recovery:
    Total 32
    Advantage:
    +10
Zato-1
  • Invite HellGGXRD Zato InviteHell.pngGuard:
    Low
    Startup:
    18
    Recovery:
    Total 44
    Advantage:
    0
  • Drill SpecialGGXRD Zato DrillSpecial.pngGuard:
    Low / Air,Mid / Air×2
    Startup:
    146
    Recovery:
    (Summon Vanishes)
    Advantage:
    -

Potemkin Buster

632146P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
0,150,0 Ground Throw: 308000 3 - Total 40 +62 1~2 Throw
3~5 All

Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. He pulls the opponent up, hoists them over his head, then leaps into the air and slams them down before throwing them aside. Deals high damage, has deceptively long reach and incredibly fast startup.

If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit j.H late, then follow up on the ground with something like c.S > f.S > Heat Knuckle, or a 6K loop if in the corner.

Throw invulnerable frames 1-2, Full invulnerable 3-5. 50% forced prorate.

Trishula

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
48 Mid 25 15 18 -6 1~39 Above Knees

Potemkin hunkers down before exploding in a pillar of fire. Has high vertical reach - far past what the fire suggests - but almost none horizontally. Launches the opponent on hit and also pulls them slightly inward, with time to air combo (usually with superjump j.P > j.K > j.S > ICPM). CH near corner grants 6H combos.

Absorbs projectiles while starting up, and has upper body invulnerability to boot, but is mostly used as combo tool or to catch really obvious air approaches. Potemkin is in counter hit state during recovery.

Invincible above the knees frames 1-39. 80% forced scaling.

I.C.P.M

j.41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
0,60 Mid 13 Until Landing 29 - -

Potemkin propels himself through the air in an arc, leaving smoke in his wake. The move is active until Potemkin hits the ground. If he hits his opponent, they're pinned to his Pickelhaube and are dragged to the ground with him. If he misses, he sticks in the ground himself and is stuck there briefly before recovering, very unsafe on block/whiff.

  • Potemkin can RRC when he has pinned his opponent and combo afterwards.

Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing.

  • 20F: Venom
  • 22F: Ky
  • 23F: Potemkin, Bedman
  • 24F: Sol, May, Millia, Zato, Faust, Axl, Ramlethal
  • 25F: Slayer
  • 26F: Elphelt
  • 27F: Leo
  • 29F: Chipp, Sin

Overdrives

Heavenly Potemkin Buster

236236S (236236D)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
0,170,0
[0,212,0]
Unblockable 10+1 15 10 +56 1~12 Full
13~25 Throw & Upper Body

The anti-air grab. Potemkin launches his entire body upward at about a 45-degree angle, although the hitbox is only on the inside of his hand and arm.

Does good damage, and is easy to connect after virtually any ground-to-air hit, making it a reliable ender. Can also be used to punish air techs or for a hard read on a jump. Corner HPB > RRC > 6H > xx leads to huge damage. Hellfire burst HPB is one of the highest damage attacks in the entire game (if you somehow manage to land it).

Fully invuln frames 1-12. Throw invincible for duration.

Giganter Kai

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
30 Mid 9+8 60 Total 50 ±0 1~9 Full

Potemkin rips the air apart like Hulk Hogan's tanktop, creating a field of energy that slowly floats forward. This wave of energy absorbs other projectiles that hit it, and if it hits the opponent it staggers them (if grounded) or puts them in a slow float with long untechable time (if airborne). In both instances, Potemkin is afforded plenty of time to follow up for big damage. Since it's a projectile, he isn't pushed back by the attack connecting, allowing him to make some interesting combos in the corner. In addition, the energy wave has a very high stun modifier, making it easier to dizzy the opponent.

Fully invuln frames 1-9.

Gigantic Bullet EX

Giganter EX > 4123641236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Inv.
145 Mid 49 24 17 -22 -

The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before rapidly launching himself forward. Does massive damage and blows the opponent away on hit with substantial untechable time. Unlike Giganter itself, however, it has a 0x stun modifier, so its damage isn't counted at all when determining dizzy state for the opponent. This makes the choice to use Bullet an interesting one: do you go for the upfront damage and potential follow-up damage, or go for the dizzy and reset into an even more damaging combo?

The core factor for deciding which to use is your opponent's current healthbar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Bullet only offers the opportunity to follow up if you're in or very near the corner.

Instant Kill

Infernal Tour

in IK mode: 236236H

External References

Navigation

Potemkin
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Potemkin/Data.