Thought I might like to add a few notes here.
6P and 6K are infinitely important to Pote. Both attacks are anti-air, but have different uses.
6P:
A tad slow… however, best for big damage.
Use it as an anti-air any time you can see an attack coming, or see someone just falling towards you. It has upper body invunerability, and you will find yourself stuffing a lot of moves with it. There are a number of setups off it, most of them come from a counterhit though.
Low CH (example, Sol’s Riot Stomp): You can BARRELY set up S -> Heat Knuckle off this. You must have them in deep and moving foward typically. Works easier on other moves.
Because Pote doesn’t get many chances some matches, it’s important to use meter when you have it. If you’ve got a Gold meter (uhg) and you score a hit like this, RC it, move forward, and set up a S S 2HS -> Heavenly. It’s worth it when it’s one of two combos you get the whole match. 
Far CH: Just HS. It’s best to get some damage in. You can be charging a Hammerfall, and then break it to keep close to the enemy.
Perfect CH (example: Sol’s Bandit Bringer): Weird setups, but you know them when they happen. They leave the enemy right in front of you and falling. Many times these arise when a forward traveling move gets CH and the enemy flies over your head and falls behind you. From here, you can S S -> Heat Knuckle… OR, S S 2HS -> Heavenly for ~230 damage. Worth the meter!
The downside to 6P is it’s startup. You have something like 6 frames of startup before the upper body becomes invunerable. However, it’s a superior choice than the 6K because it does not scale damage on you.
6K:
Also very important, so learn it. The upside to this move is that it has 0 frames startup before the upper body invunerability kicks in! That’s as good as you can hope for. You can use 6K to break any pressure string there is even a single frame opening in (check those instant blocks). Downside is that Pote seems to become very small while doing this. Most pressure strings will instead go OVER his head and hit you from behind. However, it CAN get you out of a corner. Sometimes you have to take damage to keep yourself alive. 
Also, 6K gives you a dreadful 70% damage correction, which means even a Pote Buster after one will seem to have less kick than normal.
Oddly, hitting with a 6K seems to frequently put the enemy on the ground, staggered, even if they were in the air slightly above you. It leaves you open for plenty of Busters or short ground combos… but don’t waste too much meter on it.
Just remember, any place you’ve got a frame open, you can hit it. For example, if you block the first hit of the Bandit Revolver, you can 6K before the second hit arives, staggering Sol out of the move.
I also just noticed the Slide head has the same kinda invunerability as 6K. I’ll play with that later…
Poking with 2K 2D is a very nice tactic. It pushes the other person away (assuming that’s what you wanted to do). A lot of people don’t worry about the High/Low game when fighting Potemkin that much, so make sure they learn to.
A lot of players will also try to punish you after the 2D, because it looks slow. If you find they are IADed at you after a 2D, throw a 6P or 6K as soon as they do! You’ll give them a nasty surprize and show them how fast Pote really is.
Backdash:
Pote’s backdash is quite frankly, jawsome. It’s a 20F backdash and 19F of those are invinsible. You can use it as a wakeup, to avoid attacks, to break pressure strings, and so on. You shouldn’t use his backdash to get away from shit (like the gunflame), but instead to make a jumping attack wiff and leave the enemy directly in front of you… and things like that.
Also, don’t try and use it to get out of being Butterflied by Anji. It doesn’t work. 
FDB:
Flick anything that’s convinient to you. Keep in mind that you are INVINCIBLE during part of the flick. You can use it to easily flick Faust’s Bombs and look very professional. Same goes for Dizzy’s fish laser, although that never seems to help much (bah).
When fighting against Venom, flick EVERYTHING. You can hit a lot more than you think… you can hit balls that are all the way on the bottom of the screen (somehow). One flick can really shut down Venom’s game… just watch out for charged stingers (they go through the reflect).
There’s a lot of flim-flammin about what are the best combos here there and so on and so forth. I’ve got a few personal favorites I like to work with.
Henaki: There’s a better way with that 6HS loop!
Start out with anything that puts them into a Heat in the corner (like a Buster or whatever).
Heat Knuckle -> RC (1st hit) -> Walk Fw -> 6HS -> Giganter Shield -> Walk Fw -> 6HS -> Heat Knuckle
The Giganter has something like 300% stun value. Yeah. You’ll be stunning bitches in no time.
Alternatively, you can sometimes set up wall bounces with:
Heat Knuckle -> RC (1st hit) -> Walk Fw -> 6HS -> Giganter Shield + Bullet -> Wall Bounce (behind you?) -> S S -> Heat
Mid screen Heat Knuckle setup…
Depends on how lucky you feel.
Good combo:
Heat Knuckle -> RC (1st) -> Walk Fw -> S S 2HS -> Heavenly
Better combo (harder setup):
Heat Knuckle -> RC (1st) -> Walk Fw -> HS -> Giganter Shield + Bullet -> Wall Bounce -> [K] S S -> Heat Knuckle
Fucking Retarded:
HS -> Giganter Shield + Bullet -> Wall Bounce -> [K] S S 2HS -> Heavenly
W-Hat (retarded hard setup):
HS -> Giganter Shield + Bullet -> Wall Bounce -> HS -> Giganter Shield + Bullet
Getting a setup like this is rare as it is. You need to pay attention to your possition on the game field to know where you can get the wall bounces.
Do keep in mind his Giganter is a wakeup, so USE IT.
Magnet Buster:
You know how much range the Buster has right? You should if you played Potemkin. Well, you may NOT know that it can go longer than normal in some cases…
"Stoppy Buster"
When you Break the hammerfall and imediately do a Buster, you will gain range on his throw. It has something to do with his forward movement from the hammerfall, but you can certainly grab some people with it.
"Magnet Buster"
Ever thrown someone from REAAAALLY far away by accient? When the enemy attacks, some times their hit box extends along their limbs, and you can grab that! This works for regular throws as well (and is a lot easier to time with them). But needless to say, sometimes you can throw characters from pretty massive distances.
Anyway, I notice that a big problem a lot of Potemkin players have is playing a little TOO defencive. Now, I’ve always been a little too defencive, and playing Pote has definately not helped that at all. But you have to remember that playing on the defence will only get you pressured more. Instead of waiting for the enemy to mess up, go out and make them mess up.
You will frighten other players when you start pressuring and poking them with Pote. If you get someone’s guard meter up… well… that’s about all there is.