Potemkin is Guilty Gear’s premier grappler. This guide will give you the information you need to excel at using Potemkin in Guilty Gear Strive. He is classified in the game as a power grappler. Potemkin hits hard but moves slow, rewarding patience with high damage output.
Upcomer’s Guilty Gear Strive character guides use numpad notation. Numpad notation is a universal form of notating fighting game inputs that is able to go past language barriers. It is based off numpads that can be found on a computer keyboard. Five is the joystick at neutral and the numbers branch out from there. For example, 236 would translate to “down, down-forward, forward” in numpad notation.
Guilty Gear Strive Input Name | Shorthand |
Punch | P |
Kick | K |
Slash | S |
Heavy Slash | HS |
Dust | D |
Command normals
Move Name | Input | Description |
Command Normal 1 | 6P | Potemkin puts his hands in a prayer-like motion. This move has upper body invincibility, making it a good move to counter jump-ins and aerial attacks. |
Command Normal 2 | 6K | Potemkin does a short shoulder charge lunge. This is a good way to close distance at mid-range. |
Command Normal 3 | 6HS | Potemkin thrusts both fists at his opponent. This move has long startup but long reach, making it good at long-range. |
Special attacks
Move Name | Input | Description |
Potemkin Buster | 632146P | Potemkin’s main command grab. He puts his opponent on his shoulders and jumps up and lands back on the ground, putting all the force on his opponent’s back. This move does close to half health for most characters. While it has longer range than other moves, it can still whiff if at the wrong range, leaving you wide open. |
Heat Knuckle | 623HS | Potemkin grabs a jumping opponent out of the air. This move can be used in some combos and will bring the opponent down near you, leaving the potential for a Potemkin Buster. |
Mega Fist (Forward) | 236P | Potemkin jumps forward, sending his fists in a diagonal towards his opponent. This move will go over lows and will hit crouch-blocking opponents. |
Mega Fist (Backward) | 214P | The same as the forward version but going backward. This move is good at getting over pokes from your opponent and has a shorter recovery. |
Slide Head | 236S | Potemkin falls over and sends a tremor at his opponent. This move hits low and will knockdown the opponent, giving Potemkin the chance to approach. |
Hammer Fall | 4(Hold)6HS | Potemkin lunges forward at his opponent. This move has armor against one attack from an opponent, making it good to get in with. |
Hammer Fall Break | P during Hammer Fall | Potemkin will stop without actually attacking during Hammer Fall. Potemkin recovers very quickly after this, allowing for a surprise Potemkin Buster. |
F.D.B | 63214S (Hold OK) | Potemkin flicks an opponent’s projectile back at his opponent. This can be held to increase the damage. |
Garuda Impact | 214HS | Potemkin shoots fire out of his wrist gauntlet. On hit this will stagger the opponent. Potemkin recovers before the opponent does, allowing the opportunity for a Potemkin Buster. This move has a long startup to compensate. |
Overdrives
Move Name | Input | Description |
Heavenly Potemkin Buster | 236236S | A very powerful command grab. Potemkin grabs airborne opponents and sends them for a ride. The move is invincible on startup but will send Potemkin flying through the air on whiff. This move can be used in combos. |
Giganter Kai | 632146HS | Potemkin sends out a large slow-moving projectile. This is a good way to lock down an opponent on block and does a lot of damage on hit. |
Published: Jun 8, 2021 02:17 pm