While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
A lunge attack with wide range.
It's a good way to approach from mid-range.
Command Normal 3
+
A large attack with a long range.
Although it deals heavy damage, the startup is somewhat slow.
Special Attacks
Potemkin Buster
+
An incredibly damaging command grab.
it can grab the opponent from farther away than other grabs and takes away almost half of their health.
Although it can't be blocked, it whiffs unless you are near the opponent.
Whiffing it leaves you wide open.
Heat Knucle
+
A move that latches onto airborne opponents.
It will also cause an Area Shift on hit in the corner.
It brings the opponent down close to you even when blocked, creating an opportunity to land a Potemkin Buster.
Mega Fist (Forward)
+
An overhead attack that surprises the opponent from above.
This move can be used to evade the opponent's pokes and the opponent can't block it while crouching.
Mega Fist (Backward)
+
An overhead attack where Potemkin leaps backward.
it can easily evade the opponent's pokes and has less recovery than Mega Fist (Forward), leaving Potemkin at an advantage even when blocked.
Slide Head
+
A low attack that causes tremors.
it can't be blocked while standing.
It knocks the opponent down on hit, giving you time to approach.
It has no effect on airborne opponents, so time it carefully.
Hammer Fall
Hold,+
A lunge attack that sends Potemkin forward quickly.
Potemkin can take one hit from the opponent during the lunge, and the attack will continue.
Hammer Fall Break
During Hammer Fall
Potemkin stops, halting the animation of Hammer Fall.
As Potemkin stops without performing the actual attack, he recovers quickly.
You can use Hammer Fall Break to land a surprise Potemkin Buster on an opponent while they are expecting Hammer Fall.
F.D.B.
+
An attack that reflects the opponent's projectiles.
The damage increases as you hold the button.
You can get momentum by approaching with the reflected projectile as a shield.
Garuda Impact
+
An attack that causes the opponent to stagger.
You can land a Potemkin Buster on the opponent during the stagger state on hit at close range.
Since you can move before the opponent even if they block, it's a good chance for a Potemkin Buster.
However, the startup is relatively slow.
Overdrives
Heavenly Potemkin Buster
+
A powerful command grab that grabs airborne opponents.
It has invincibility as the grab comes out, and can't be blocked in mid-air.
If the grab fails, Potemkin can move while airborne.
It can also be used to deal big damage in combos.
Giganter Kai
+
A wall-like projectile that moves forward slowly.
It keeps the opponent locked down for a long time on iether hit or block, as it hits multiple times.
It will also cause an Area Shift on hit in the corner.