Potemkin has some difficulty comboing into 5 without tension, so he does not often use it to extend juggle combos as often as other characters might.Download Skin v1.3: DAUM_PotPlayer_SKIN.zip The slower yet far more devastating variant, 5 launches opponents high into the air, and offers a unique combo opportunity if hit raw. Floating Crumple on hit (Opponent is considered Airborne).into c.S after applying the slowdown effect from a Blue Roman Cancel. It can link To perform a second action after the first action completely finishes its animation. Potemkin's regular abuse of Garuda Impact's Guard All (Guard Crush) Startup 28 Recovery 24 Advantage +19 guard crush and the ever-present threat of a 2D knockdown allows for multiple opportunities to land this attack, either to finish off the opponent on its own or to follow-up using a Roman Cancel. Potemkin's 5D is large and quite active compared to that of other characters, but without tension its power is limited as it cannot be cancelled into anything and offers no follow-ups. Unlike most characters, Potemkin's dust attack is long ranged enough to connect on round start.Ī decently fast overhead attack. Holding performs a slower but far more powerful strike. Can catch opponents off guard when using its gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. The universal overhead An attack that the opponent must block high., it is Potemkin's only grounded attack that must be blocked high. (Usually only applicable to Special moves) OTG Ratio The proportion of damage dealt when hitting Off The Ground (OTG).Ĭhip Ratio The proportion of damage dealt on normal block. Wall Damage How much Wall Damage is applied when the move connects on hit. this move builds when normal or instant blocked. Throws list the amount of Frame Advantage upon successfully throwing the opponent. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. On-Hit The difference between the attacker's recovery and the period that the opponent is in hitstun. Proration A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Whiffs on crouching opponents if not done point-blank. of 5P gives it decent reward on aerial hit, as it can reliably link To perform a second action after the first action completely finishes its animation. The short recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. This can be auto-timed through certain setups. If the opponent is struck by the last active frame, 5P can link into c.S. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., since you can recover before the opponent's move becomes active. It is large for how quick it is, giving it use as an anti-air or short-ranged poke.īecause it only has six frames of recovery, 5P is useful as a reversal safe meaty Hitting an opponent to cover the moment as they lose invincibility. Potemkin is recommended for players who want to utilize powerful throws and long-ranged normals to instill fear in their opponent and punish them harder than anyone else!Ī fast swipe, 5P is inherently useful in some cases where its speed is needed. In addition, his immense power and oppressive okizeme setups with Garuda Impact can quickly swing a match. But fear not, as his durability offset this weakness somewhat. While useful, Potemkin’s gap-closing tools are unconventional and have weak points, so moving forward is generally unfavorable despite being necessary. Both the aforementioned moves can also armor through one hit. Slide Head creates a shock wave that knocks grounded opponents down unless they block low. Don’t be discouraged, Potemkin has several gap-closing tools. Potemkin’s weak point is slow movement, he can neither run nor air dash. 6H is particularly large, and his normals can be canceled into Mega Fist to close space or to disengage. Large normals, such as f.S and 5H, allow him to challenge both grounded and aerial opponents from ranges beyond throw range. He has a wide array of anti-airs to stop jumping such as Heat Knuckle. Potemkin’s gameplan revolves around finding ways to land Potemkin Buster and using other moves to punish counterplay. His signature move is Potemkin Buster, a fast command grab with long range and tremendous power. Long-ranged attacks, good durability and powerful throws are what makes up the hulking juggernaut, Potemkin.
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