![]() 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. 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. Big target: Potemkin is both very wide and very tall, leaving him susceptible to things like instant overheads, F-Shiki Sometimes known as "Fuzzy Overhead".He struggles against foes who gain advantage from running away and laming him out. Runaway Matchups: Potemkin's awful movement is accentuated when opponents don't need to come to him to be effective.Hammerfall is not a suitable replacement for either of these, and as such neutral requires strong patience and decision-making. Horrid Mobility: Cannot dash or airdash, limiting his options to simply walking forward.Built Like A Tank: Has the highest defense and stun modifier in the game and the second highest guts giving Potemkin the overall highest base health in the game.His throws also have great range and reward. Defensive Buster: Toolkit lends itself excellently to universal defensive options like Instant Block, Slashback and Backdash.Chokeholds His Opponent: Gets great knockdowns off of everything, turning his opponent's defense into paste in a matter of seconds.Potemkin easily deals over 50% from several starters. Hits Like A Freight Train: Normals have ginormous base damage, reach and active time.Hammerfall: Sees obvious use as an armored charging move to challenge pokes, but the real meat comes from its application in Hammerfall Break Pressure-a way to gain frame advantage and correct spacing.Its sheer existence instills dread in every choice the opponent makes, including defending. No move matches its speed, damage, and range. ![]() ![]() Potemkin Buster: The grab that defined every future anime grappler.Potemkin lumbers through neutral to headlock his opponent into a terrifying vortex of death. He just needs to get close enough to readily instill the fear. Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game. As well, his mobility is awful, with no airdash to speak of. It's important to know that even with all of his anti-zoning tools, Potemkin still traditionally struggles against zoners and those who stay out of his range. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. Perhaps more than any other character, Pot is capable of punishing on good reads very well. If Pot can get you to sit still long enough, he'll throw in a Potemkin Buster and laugh as 1/3rd of your health is ripped away in a single move. Pot can then capitalize off these reads by using the mighty Hammer Fall to dash across the screen and begin his close-range brawling. He also has a number of anti-zoning tools, like F.D.B (a flick that turns enemy projectiles back at them) and Slide Head (full screen unblockable that sweeps anyone standing on the floor). He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. Potemkin of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster. The grappler of Guilty Gear, named after the great Russian warship, The Potemkin.
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