Rivals of Aether

Rivals of Aether

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Potemkin +R
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13 Feb, 2023 @ 2:13am
22 Dec, 2024 @ 3:19pm
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Potemkin +R

Description
Potemkin from Guilty Gear XX Accent Core Plus R!

Attributes:
Potemkin is incredibly large, and incredibly slow. He is very faithful to the source game, so most of its mechanics have been ported to Rivals Of Aether. Potemkin cannot dash, and his airdodge is much shorter than others. He can cancel any Non-Special Move into a Special Move.

Potemkin has Guilty Gear's Tension Meter. Dealing damage, taking damage, and walking forward builds Tension. This Tension can be spent on Roman Cancels by pressing Parry/Dodge during any Move. Cancelling a whiffed move does a Blue Roman Cancel. Cancelling a hit move does a Red Roman Cancel which locks the opponent in place for a second.

Potemkin also has access to BURST. Press Attack and Dodge during hitstun to activate if you have full Burst Gauge.
Gold burst doesn't exist currently.

Nspecial: POTEMKIN BUSTER
This infamous move will deal massive damage to the unlucky enemy that managed to get grabbed. This move is even faster than Potemkin's Jab. However, since it is a grab airborne enemies will not get hit by it.

Nspecial Air: AIRGRAB
This move can only hit airborne enemies. It slams the enemy into the ground which bounces them up for a followup attack.

Fspecial: HAMMERFALL
Sends Potemkin crashing forwards with one hit of Armor. The move starts the Attack at the end of the charge, or earlier if an enemy is detected in front of Potemkin. Pressing Attack during the charge does Hammerfall Break, cancelling the move with a short Recovery animation.

Dspecial: SLIDEHEAD
Potemkin slams into the ground, knocking up any grounded enemy no matter the distance. This deals no Damage, but inflicts Hitstun. Enemies that are airborne or crouching are not hit by this move.

Dspecial2: JUDGE GAUNTLET
Costs 25 Tension. One of his Force Break moves from +R. Holding Down and Forward at the same time and pressing Special will perform Judge Gauntlet. A fully armored attack that counters within 10 frames if hit during startup.

Dspecial Air: AIR POTEMKIN BUSTER
Costs 25 Tension. His other Force Break move from +R. Allows you to do an aerial only Potemkin Buster.

Uspecial Ground: HEAT KNUCKLE
Potemkin grabs upwards, hitting airborne enemies. This move cannot hit grounded enemies. After being burnt, enemies are dropped down in front of Potemkin, leading to a dangerous Okizeme situation where they have to Tech to escape. Pressing Special during Uspecial transitions to HEAT EXTEND, where the opponent is instead launched far away from Potemkin.

Uspecial Air: MEGAFIST
The recovery move. Potemkin jumps up and forwards, while punching down enemies. Does not go into freefall, and can be walljump-cancelled.

Overdrive: HEAVENLY POTEMKIN BUSTER
Pressing Taunt while you have more than 50% Tension activates this Super Move. Potemkin is invincible during the Startup, and flies diagonally upwards. Hitting an enemy deals massive damage and knockback.

Jab:
Fastest normal move with a generous Hitbox. Press once to use his 5P, press again to gatling into 5K. Can be Jump Cancelled on hit.

Ftilt (Close):
Quick move with varied coverage and good Cancel options, such as being able to Jump Cancel on hit. Is Potemkin's c.S and you can press again to gatling into f.S.

Ftilt (Far):
Slower but longer range move with high coverage. This move happens instead of the close version if the opponent is too far away. Is Potemkin's f.S.

Dtilt:
Quick low hitting move. Is Potemkin's 2P from the original game.

Dtilt2:
Holding Down and Forward at the same time uses Potemkin's 2nd Dtilt. Press once to use his 2K, press again to gatling into his 2D.

Utilt:
Has upper body invincibility during the Startup and Active frames of the move, making it a good Anti-Air. Is Potemkin's 6P from the original game.

Dattack:
Potemkin's 6K from the original game. To emulate the Overhead properties it has it deals bonus Damage, Hitstun, and Knockback to Crouching enemies.

Fstrong:
Doing a Strong Attack while not holding Forward uses Potemkin's 5H, a large move with a lot of coverage.

Fstrong2:
Holding Forward while doing a Strong Attack uses Potemkin's 6H. A much stronger and slower move than the normal Fstrong. However, the hitbox is very high up, so all characters can Crouch under the move to dodge it.

Dstrong:
The purpose of this Strong is to pull enemies close into your dangerous hands! Is Potemkin's 2S from the original game. However, the hitbox is very high up, so all characters can Crouch under the move to dodge it.

Ustrong:
This Strong hits very far up and has invincibility on his arm. Is Potemkin's 2H from the original game.

Nair:
Large bodysplash. Is Potemkin's j.H from the original game.

Fair:
Spiking attack with a large area in front of him. Is Potemkin's j.S from the original game.

Dair:
Stall and fall type move that weakly spikes enemies. Is Potemkin's j.D from the original game.

Bair:
Hits on both sides of Potemkin. The back Hitbox is much stronger than the front Hitbox. Is Potemkin's j.K from the original game.

Uair:
Quick move that gives Potemkin an upwards boost on hit. Is Potemkin's j.P from the original game.


Thanks to King Kaboom and Neptune for testing and some spriting assistance.
Thanks to Aether's Asylum for balance and design feedback.
71 Comments
emf0629 25 Mar @ 9:36pm 
i think this guy wants me fruitcup
Maraslumunus  [author] 22 Dec, 2024 @ 3:43pm 
Indeed @GigaNo3.
The reason why PB doesn't kill anymore is because it got reworked into giving better positioning instead of knockback. It is meant to be a damage tool rather than a killing tool. You're "supposed" to RC it into Heat Knuckle or a strong when it is time to kill with it.

Thank you for liking the character.
GigaNo3 22 Dec, 2024 @ 11:35am 
I haven't played this in a while so discovering he got a BURST gauge so I don't get 0 to death for being a heavy character is VERY Awesome! Noticed PB got nerfed when it didn't kill at 100, but the character feels healthier now despite that. Keep up the good work! (Merkava when?)
Maraslumunus  [author] 3 Dec, 2024 @ 9:38am 
Thank you for the video. I hadn't considered larger characters at all :dos2skull:
Impressive inputs you got. For the 2S loop I'll make sure that other use cases won't be too impacted. For the air throw loop I can potentionally just increase the cooldown on hit for it. It is currently just 30 frames.

I hear your wish for movement tech and tech in general. I'll see what I can do
Zizi_Zaza 2 Dec, 2024 @ 5:21pm 
I do have a quick aside I want to make although this does not really pertain to balance like the other comments I made. In the recent update while pot did get his hammerfall speed buffed I noticed the ability to jump-cancel is 6K (dash attack) on whiff was removed.

Obviously this is not something +R pot can do, however it did add some committal burst movement and niche tech that made his kit much more viable than it was. The ability to "psuedo wavedash" by jump canceling into a wavedash or the ability to jump-cancel into 2H or 5D made his neutral somewhat stronger and gave a form of player expression. I don't expect the change to be reverted but i think it would be nice to give him some sort of change that brings back that sort of tech, even if it is as simple as letting him kara into other specials or by allowing him to act faster out of BRC for a "jumpscare" special or attack.
Zizi_Zaza 2 Dec, 2024 @ 5:20pm 
https://youtu.be/pFOcLb3yn-A?si=vaSIHcYR5rLwErHQ

here is a recording of the air throw loop and 2S infinite. Both are very technically difficult to perform consistently but since the video used my own real inputs it is not impractically difficult.
Zizi_Zaza 2 Dec, 2024 @ 4:45pm 
i may try recording some of the stuff i talked about, during air throw theirs a drift near the end you can input that lets you carry some momentum into the up air which allows it to loop with up-air even on DI and drift out.

the loop would follow; any starter such as jab into an air throw, drift forward near the end of the air throw and falling up air, land and immediately jump delaying the re-grab slightly continuing the loop. the combo is somewhat inconsistent against smaller characters but consistent on larger ones.

after messing in training mode it appears that the reverse knockback has been removed as you said however it has somewhat resulted in a worse problem of being a straight infinite if the pot starts turning around when point blank because of the more set knockback path so the change you suggested is welcome. I would be careful with 2S since outside of looping into itself its an otherwise useful tool for combo extensions and tuning it down too much may make useless
Maraslumunus  [author] 1 Dec, 2024 @ 2:54pm 
@Zizi_Zaza
I am aware of low-to-the-ground Air Nspecial allowing a combo into Uair, but I can't get it to loop as you describe if the opponent DIs out. Only when they do not DI at all is it possible. With the CPU set to DI and Drift out, you cannot loop this. So it is strange that you call this only "semi DI-able"

YRC freeze duration is something I can take a look at.
I will have to be careful though, as Pot is kind of exceptionally weak without this. I can agree that it might be too much since it is the freeze plus the actual hitstun after

You mention "reverses the knockback if it hits point blank", yet that is not a feature of the newest version. Does this feedback come from the old version? The old version did work like that, the new one does not work like that

Looping into Dstrong is harder in the new version, but it is still technically possible if one is frame perfect. I'll make it impossible to loop into itself in the next update
Zizi_Zaza 1 Dec, 2024 @ 11:39am 
3) 2S HFB cancels
after hitting 2S a grounded opponent the moves hitstun is so long that if you instantly hammerfall break you can fit an additional 2S before the opponent is actionable in a true combo. you can combo this into pot buster or simply the loop 2S HFB until even 200% before the opponent is moving too fast for 2S to hit. 2S also has a strange property that reverses the knockback if it hits point blank which is another factor as to why his 2S can loop into itself so easily. even with the opponent DI-ing the attacks the combo is still inescapable until very high percents if the potemkin is fast enough with the inputs. making the knockback scale much stronger on 2S might mean opponents can make pot whiff much easier or di too far out for another 2S to hit if he hits the point blank reverse knockback spot, it might also be a good idea to slightly decrease the hitstun so that you cant combo into 5H after HFB.
Zizi_Zaza 1 Dec, 2024 @ 11:39am 
2) YRC freeze duration
the yrc freeze is fun and faithful and opens up some cool combos and followups after stuff like heat extend or pot buster but i feel the freeze duration is too long. it seems a little unfair to sped 50 meter and manage to not only a 6H but slightly charge it as well, it essentially means you can kill confirm of any stray hit even at range and i think it would be healthier and more fun if the freeze was short enough that slower moves like 6H will not hit in the freeze duration.