Content here can be considered incomplete until expertise is given.
Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
[not updated/verified for season 2]

- Potemkin can set up a 50/50 against Autoguard
Guard-Startup-RecoveryTotal 34~50Advantage- by triggering the spin invincibility with 2P
GuardAllStartup8Recovery9Advantage-1 or 5P
GuardAllStartup5Recovery6Advantage+1 on reaction and canceling into Potemkin Buster
GuardGround ThrowStartup5Recovery37Advantage- if they don't jump or Heat Knuckle
GuardAir Guard CrushStartup12Recovery18Advantage+10~+3 if they do jump. Demonstration
- Potemkin can Flick
GuardAllStartup18~36Recovery19Advantage-6 the first part of Shitsu
GuardAllStartup29RecoveryTotal 52Advantage-6 then hold Flick to easily reflect the second part (when the butterfly turns into a bird).
- After Fuujin
GuardAllStartup16 [32]Recovery21Advantage-8 [-6] most of Anji's meterless follow-ups are beaten by a delayed Backwards Megafist
GuardHighStartup25Recovery6Advantage+4 can beat or avoid any option, making it very difficult for Anji to start his offense against a Potemkin who abuses this.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Please note: If a move has an asterisk (*) next to it, it signifies that Potemkin is not hit, but is too slow to punish. If a move has two asterisks (**) next to it, it signifies that Anji's invincibility is not activated, but Potemkin can recover before he is hit. If a move has three asteriks (***) next to it, it signifies that Anji's invincibility is activated, but Potemkin can cannot be punished
Notable Interactions
Neutral
Offense
Defense
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Axl Low

- Kara Mega Fist and Kara Heat Knuckle are moves to represent to deal with the likes of j.S
GuardHighStartup14Recovery18Advantage- and 2H
GuardLowStartup11Recovery26Advantage-18 [-8]
- Both the initial hit of Resengeki
GuardAllStartup24Recovery29Advantage-19~-9 and its followup can be Flicked. However, If the initial hit of Resengeki
GuardAllStartup24Recovery29Advantage-19~-9 hits meaty, the followup cannot be Flicked.
- Axl is very negative after using Snail
GuardAllStartup14Recovery29Advantage-24. Use Slide Head/Kara Mega Fist after block, depending on whether Axl would backdash or jump afterwards.
Be prepared to play very slow and do a lot of walking and blocking. The upside is that once you're in, Axl only has system mechanics and Sickle StormGuardAllStartup11+1Recovery26Advantage-2 to save him; go to town and do not let him get away.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Please note, if a move has an asterisk (*) next to it, it means that Axl does not get hit, but is too slow to punish Potemkin.
Notable Interactions
RensengekiGuardAllStartup24Recovery29Advantage-19~-9 as well as the explosion followup Winter Cherry
GuardAllStartup18 [22]Recovery24Advantage-3 [+10] can be flicked, though this is difficult to do on reaction. If you jump the initial Rensengeki then the pull-in followup, Soaring Chain Strike
GuardAllStartup8Recovery34Advantage-11 can be blocked with FD in the air, leaving you at a frame advantage to immediately enforce a strike/throw mixup.
Winter MantisGuardGround ThrowStartup28Recovery34Advantage- can be backdashed on reaction then punished with Slidehead or Hammerfall.
Neutral
Offense
Defense
Baiken
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Baiken can parry Garuda on reaction, rendering it largely unusable after a knockdown against a competent opponent.
Neutral
Offense
Defense
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Chipp Zanuff

- Chipp has the lowest health in the game, as well as low RISC resistance, but he can be very hard to hit due to his speed and movement. He will die in just a few interactions, as Potemkin can punish Chipp's smallest mistakes very hard.
- Chipp's neutral and whiff punish game is significantly better than Potemkin's, requiring Potemkin to be very careful about his pokes, as Chipp can decide to play patient and wait for Potemkin to whiff a button.
- Potemkin may have to use pokes that hit pre-emptively, have a lot of range, or are very active due to Chipp's fast speed. If Chipp accidentally runs into a move and gets counter hit, Potemkin will be able to start his game plan.
- Chipp becomes very threatening when he was 50 meter, as it will allow him to convert any stray poke into Rekka 1 -> Rekka 2 -> Kara Banki Messai, which can wall break from fairly far, giving Chipp Positive Bonus.
- Chipp's Rekka 1 (the mid hitting starter) and Rekka 2 (the low hitting sweep) are minus but safe (-4 and -6 with some pushback on block respectively) vs Potemkin, but Rekka 3 (the overhead kick) is punishable on block (-9).
- Chipp with positive bonus has some of the best pressure in the entire game when combined with FRC. It gives Chipp access to near infinite blockstring pressure.
- Baiting a Chipp's burst can result in potentially taking the entire round due to the sheer damage Potemkin can do with burst bait punishes.
- Alpha Blade Horizontal and Alpha Blade Diagonal must be blocked in the direction that Chipp is approaching from as they hit Potemkin cross-up.
- It is very difficult to challenge Chipp's blockstring pressure as Potemkin does not have any fast, non-committal abare options that he can use to interrupt Chipp.
- Chipp's command grab Genrou Zan (632146S) can catch early backdashes as well as slow anti-air attempts. The safest way to punish it on reaction is with an instant j.D done as low to the ground as possible.
- Chipp can challenge 6K -> Flick as a frametrap with his 5P. It may be worth using either Back Megafist or Garuda Impact after the 6K to catch Chipp trying to challenge, as both pull Potemkin's hurtbox backwards.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Faust
[not updated/verified for season 2]

- Faust's j.2K (Drill move) is a very disjointed jump-in attack, and will often beat out Heat Knuckle. It is recommended to use 6P> Heat Knuckle to punish Drill on reaction.
- Love (j.236P), Afro Love, and Meteors (from What Could This Be? (236P)) can all be flicked. Flicking Love/Afro Love will result in the explosion trail, but flicking Meteors will only cause an explosion and end the move early.
- Faust is very vulnerable to Slide Head (236S) while using What Could This Be?, especially if he is constantly throwing items without stopping.
- Potemkin's 6P is his best answer to punish the scalpel part of Thrust (41236K). It will always result in a counter hit, allowing Potemkin to close the gap with Hammer Fall.
- Potemkin's 6H will whiff if Faust is crawling.
- Garuda Impact will ignite the afro if Faust has one on.
- Faust has very few reasons to be running up to or point blank against Potemkin due to having long range moves, unless going for a regular throw, Snip Snip Snip (236H), or to pop an afro. Use backdash if Faust is running up to Potemkin with the intention of throwing or command throwing, then punish with Potemkin Buster.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Faust's 2P beats everything Potemkin does. Most of Pot's moves are beaten straight out. Hammerfall can be beaten with a cancel into 6P. 2P recovers in time to block Mega Fist. Potemkin's best response then is to simply block and then play neutral from there.
Notable Interactions
Neutral
Offense
Defense
Giovanna
[not updated/verified for season 2]

- 6P beats Sol Poente (Flip kick) and Trovao (Arrow) on reaction.
- Giovanna can whiff punish the majority of Potemkin's normals due to her versatile dash. Pushing her to the corner may require use of 2P and 2K to stop her from dashing in, and walking forward to close the gap.
- Giovanna has very strong pressure and meaties on Potemkin. It is recommended to use Faultless Defense on wakeup to push her out of her effective range.
- 6P > Heat Knuckle can interrupt Giovanna's 6HS > 6HS > 6HS after blocking the second hit.
- 214P is an invaluable tool in escaping Giovanna's pressure as it forces her to tighten blockstrings much more than normal or special cancel into Sol Nascente which is minus on block making for a simple punish if she does it prematurely.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Goldlewis Dickinson

- Potemkin must play neutral very carefully against Goldlewis. Goldlewis has a much easier time whiff punishing Potemkin than vice versa.
- Do not use Megafist in neutral during this matchup unless you are certain it is safe to do so. The risk of getting hit by a stray Behemoth Typhoon can result in potentially losing the round.
- The main Behemoth Typhoon to watch for is 684H, as it is -5 on block and will allow Potemkin to take his turn.
- IBFD'ing Behemoth Typhoon will greatly lessen Goldlewis' pressure game and give Potemkin more opportunities to force situations to return to neutral.
- The first Skyfish bullets can be Flicked, but Potemkin must block the rest of the bullets to remain safe, as the bullets are not destroyed by the reflection due to traveling underneath it. Additionally, Potemkin can use Kara Forward Megafist to whiff punish Goldlewis when he starts up the move.
- Giganter Kai's shield will not destroy Skyfish's minigun bullets, and Potemkin can be punished from full-screen if he does not use it safely.
- All air Behemoth Typhoons are minus on block.
- Super jumping and then air blocking Burn It Down will allow you to avoid getting opened up by Behemoth Typhoon pressure.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Happy Chaos
[not updated/verified for season 2]
- Slide Head and Hammer Fall are very useful tools in this matchup. It makes it much harder for Happy Chaos to comfortably zone with Steady Aim as both moves can armor a shot.
- Potemkin's normals can be annoying for Happy Chaos to deal with.
- Happy Chaos does not have any unique reversals, and must rely on YRC or Burst to deal with pressure. Baiting out either of these options can potentially cost him the entire round.
- Happy Chaos struggles very hard when it comes to escaping corner pressure safely. If Happy Chaos tries to escape from the corner with an air dash, wall him out with an air normal like j.P or Heat Knuckle if they do not use an air normal. Air throws also work well.
- Potemkin can cancel a normal into a special move if he hits a Scapegoat clone.
- The clone will block Potemkin from moving past it if he tries to use Hammer Fall.
- Air blocking Steady Aim shots will send Potemkin flying far backwards as if he air blocked a 6P. It's recommended to walk and stand block Steady Aim shots if Happy Chaos is zoning from full screen.
- Giganter Kai does not shield against any shots. They are all treated as strike attacks, despite the visual effects of the gun looking like they are aimed at Potemkin.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
I-No
[not updated/verified for season 2]

- It can be difficult to guess whether to block high/low against I-No once she starts her hover dash pressure, so fuzzy blocking High->Low->High is a good start for addressing layer 1 blocking.
- Potemkin can Flick Antidepressant Scale (music note) and Chemical Love (yellow diamond). If Potemkin gets overzealous and starts using Flick pre-emptively, I-No can punish Potemkin with a normal.
- Stroke the Big Tree (236S/H) can be a very annoying move to deal with in this matchup. The S version is minus on block, giving enough time to push I-No back with a few 2Ps. The HS version is negative but safe on block, Pot can take back his turn with 5P.
- If I-No does Sultry Performance (dive attack) and follows up with the bounce, Potemkin can 5P her. If I-No gets hit, link into 2S > Forward Megafist, then use Hammer Fall Break to close the gap. If I-No blocks, cancel into Flick to stay safe.
- Garuda Impact can prevent I-No from closing the gap with HS Stroke the Big Tree, resulting in a big counter hit. At close range counter hit, use Potemkin Buster or Kara Potemkin Buster. If Garuda Impact counters from far away, use Hammer Fall > Break to close the gap, then use Potemkin Buster.
- Grounded Ultimate Fortissimo (632146S) has a gap in between the first hit and the projectile hits. Potemkin has plenty of time to interrupt I-No during this gap, such as with full charge [5D], c.S, 2HS, 6P, Heat Knuckle, Heavenly Potemkin Buster.
- Megalomania is fully invincible on whiff until about when the projectiles leave the screen. Potemkin does not have an air dash, and jumping/double jumping normally will still result in being targeted by the projectiles. Potemkin must super jump forward over I-No and behind her to punish her.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O

- Potemkin's 5P is very good at quickly destroying minions as Jack-O throws them at you, however she can stop their momentum with an Attack Command or by using Defend Command.
- Slide Head will destroy all minions on screen if Jack-O blocks or is hit by the attack or knocked down by it.
- Potemkin can cancel a normal that destroys a minion into Slide Head, which can make it much harder for Jack-O to get the rest of her minions set up.
- Giganter Kai is a useful option to close the gap towards Jack-O if she is full screen, as the mirror will destroy any minions that touch it, and Jack-O's j.D will clash with the mirror.
- If Jack-O corners you and sets up pressure, you can get caught in seemingly endless pressure that will whittle away at your health quickly just from chip damage and shoot your RISC up. Once she has enough meter to use Cheer Servant On H (236236H), your health will be chipped away even faster. It may be worth letting her break the wall and taking normal damage on purpose if you believe you can still win after the wall break.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Ky Kiske
- Utilize IBFD+fuzzy jump OS to deal with Ky's meaties.
- Instant Block Dire Eclat
GuardAllStartup14Recovery25Advantage-8 [-6] whenever possible for a Potemkin Buster punish.
- Flicking Stun Edge
GuardAllStartup13RecoveryTotal 46Advantage-14 prevents him from throwing another one until the reflected projectile disappears.
- HS Vapor Thrust
GuardAllStartup13Recovery44Advantage-38 [-33] can cross up when recovering so c.S punish is sometimes preferred for consistency.
- 5P is an easy way to stuff Foudre Arc
GuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]. Use 5P, 2S > Mega Fist.
Despite Ky being a jack of all trades, he can struggle to open up on offense meterlessly. It's okay to take the throw. If Ky has 50+ tension, then you need to be aware of backdash 66BRC instant overheads.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Leo Whitefang
[not updated/verified for season 2]
- Mega Fist can punish fireball at range, alternative but more rewarding punish than Flick.
- Zweites Kaltes Gestöber (236H) can be hard to interrupt or challenge at close range, but at mid-range, a regular throw can stop Leo from crossing up. A visual indicator is the gray dashing wind effect that appears during the move's startup.
- Slide Head will destroy Leo's fireballs if they are active and if Leo is knocked down from the move.
- Do not attempt to Flick Leo's fireballs based on a read. Leo can counter hit Potemkin's extended hurtbox with f.S or 5H if Potemkin is overzealous in his usage of Flick.
- Potemkin will need to respect Leo's DP on knockdown. Spacing Garuda is recommended as doing regular DP-safe Garuda can result in Leo clashing with Garuda and acting immediately afterwards. Potemkin Buster can grab Leo's DP on startup but it must be a read and is susceptible to fuzzy jumps and/or mashing.
- Backturned Leo is extremely dangerous. Leo's typically like to do Bt.K > Bt.P > Bt.S > Bt.H when close. You can defend against this by starting in crouch block, then standing block when you see the Bt.H, as it's an overhead.
- Faultless Defending against all four moves in succession puts Leo at about half screen away, but can be counterplayed with Backturn dash cancels as well as Backturn unstances (e.g. Bt.H 22) to keep pressure.
- Utilizing fuzzy defense can be a solid asset for Potemkin as a fuzzy Back Mega Fist will allow Potemkin to escape Backturn pressure strings, however can be counterplayed with Bt.D so it's not a go-to option always. Be sure to represent it as Leo whiffing Bt.D can create a punish opportunity. Leo can also jump cancel his Bt.K and look to air-to-air your Back Mega Fist.
- S Eisensturm and HS Eisensturm (flash kick) will require Potemkin to respect Leo's wakeup options most of the time. Potemkin's Garuda oki can lose to Eisensturm if used too close to Leo, so spacing it is highly recommended. If Eisensturm clashes with spaced Garuda, Potemkin can use Heat Knuckle or Heavenly Potemkin Buster to visually confirm after the clash happens and safely hit Leo. Demonstration
- When Leo does Leidenschaft des Dirigenten (632146H) (5-hit slash super), he is extremely unsafe on block (-33) after the final hit. This is enough time to fully charge a Dust attack for a punish.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
May
[not updated/verified for season 2]
If the opponent frequently attempts to forward dash and command throw after landing a counter hit with S dolphin, you can break the stun more easily by mashing backwards + dash macro button. Backdashing may make May whiff the throw so you can punish it with a Kara Buster.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Millia Rage

- Utilize IBFD+fuzzy jump OS to deal with Millia's meaties.
- Iron Savior
GuardLowStartup20Recovery17 + 10LAdvantage-12 is immune to Slide Head's knockdown shockwave.
- Flicking both versions of Tandem Top
GuardAllStartup12RecoveryTotal 45Advantage-10 (a.k.a. disc) is possible, but not recommended vs meaty H Tandem Top
GuardAllStartup73RecoveryTotal 51Advantage+36.
- Millia does not get true disc oki from a regular throw. If she sets up disc after throwing, represent Forward Megafist and/or Back Megafist as reversal options. However, Millia can cover her setup with an air normal if she expects you to get out using this, for which you can start representing 6P as well.
Millia has to commit more than Potemkin in this matchup. If you have a lifelead, it is recommended to play reactively and look to stuff her air-approach attempts. You also have to show that you are willing to challenge her in the air with fast buttons like j.P or even air throw.
rephrase this for overview: Blocking Millia's disc oki can be very hard, and guessing where she is going to hit Potemkin can often lead you to getting hit as you are trying to consider all the possibilities of how she will hit you. When you get knocked down, decide on how you plan on blocking her pressure when you wake up. This can be a better option than trying to guess, as you are committing to at least one form of blocking.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki

- Nagoriyuki takes more damage at higher levels of blood. At level 1, he takes normal damage. At level 2, he takes +11.11% damage. At level 3, he takes +25% damage, giving him a defense modifier similar to
Chipp. During blood rage, he takes +25% more damage on top of his own health draining. Keep this in mind and adjust your combo routes at higher blood to secure a kill sooner.
- Hammer Fall is an amazing tool during round start. A lot of Nagoriyuki's common round start options such as his DP, 5K or 2S will lose to Hammer Fall due to the armor starting on frame 5. It can turn round start into an RPS situation where conditioning him to wait for a round start Hammer Fall will allow you to represent Kara Potemkin Buster.
- At level 2 blood, Nagoriyuki's 2S will reach round start distance.
- Having a life lead in the matchup will allow Potemkin to play more passively, especially when Nagoriyuki is at higher blood. Potemkin cannot contest or play neutral well when Nagoriyuki is at high blood due to the speed and range of 5H.
- It is recommended to try and keep Nagoriyuki on defense for as long as possible during strike/throw pressure. Forcing him to block Garuda oki can make it scary for him to try and contest.
- Utilize IBFD+fuzzy backdash OS to deal with Nagoriyuki's meaties.
- Pay attention to the blood gauge, always. The amount of blood he has left determines what pressure he is able to perform.
- Nagoriyuki has a very predictable jump arc due to no double jump. Anti-air him.
- The clone, Zarameyuki
GuardAllStartup18~29RecoveryTotal 39Advantage+5, can be Flicked, preventing him from initiating pressure from fullscreen.
- Kamuriyuki
GuardLowStartup14Recovery17Advantage-3 (a.k.a. Beyblade) can crush the shockwave from Slide Head, scoring him a punish.
A matchup where you are not afforded the luxury of your health pool as Nagoryuki has just as much health as you and the damage output to match it. Very conscientious usage of your armored specials is required as Nago can poke into one and then immediately cancel into Kamuriyuki v.s. Slide Head or even Blood Sucking UniverseGuardGround ThrowStartup7Recovery48AdvantageNA v.s. Hammer Fall.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Dealing with f.SSS String
- Instant Blocking f.SSS puts Nagoriyuki very close to Potemkin and very unsafe, giving Potemkin the opportunity for an easy Potemkin Buster punish.
- Using IFD on Nago's f.SS pushes him to a distance that limits his pressure options, keeping him from tick throwing or resetting into c.S or 5K.
Potemkin

- Utilize IBFD+fuzzy jump OS to deal with Potemkin's meaties.
- FD is very strong against Potemkin in general. Use it.
- 6K
GuardAllStartup22Recovery18Advantage-6 > Flick
GuardAllStartup18~36Recovery19Advantage-6 will frametrap Potemkin's normal jump.
- Red Roman Cancel will instantly break Hammer Fall
GuardAllStartup18~62Recovery26Advantage-9/Slide Head
GuardLowStartup29Recovery16Advantage0 armor if unable to cancel in time.
- Represent Mega Fist/Back Mega Fist to punish Garuda
GuardAll (Guard Crush)Startup28Recovery24Advantage+19 attempts outside of meaty Garuda.
Absolute joke match up. Whoever goes second wins. Always be prepared to cancel your normals into an armored move.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Ramlethal Valentine

- Utilize IBFD+fuzzy jump OS to deal with Ramlethal's meaties.
- Instant Block the first hit of her rekka series Erarlumo
GuardAllStartup16Recovery12Advantage-5 for a nearly guaranteed throw punish.
- c.S
GuardAllStartup7Recovery10Advantage+1 > H Bajoneto
GuardAllStartup20RecoveryTotal 43Advantage+3 has a gap in which Potemkin can Mega Fist and score a counter hit punish.
- Both hits of Bajoneto can be Flicked, however flicking the sword itself (initial hit) does not generate a reflect projectile.
- Mortobato
GuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} is a guaranteed punish against 5H on block unless cancelled into Back Megafist at tip range.
Obnoxiously annoying matchup. You will have to press more committal buttons (i.e. 6P) than Ramlethal has to in order to deal with her commanding mid-range pokes such as f.SGuardAllStartup11Recovery21Advantage-10 [-13], 5H
GuardAllStartup12Recovery28Advantage-12 [-13] and j.S
GuardHighStartup12Recovery24Advantage+5 (IAD). Always be aware of her reversal super and safejump it as needed.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Ramlethal has a lot of gaps with very specific answers. If you manage to choose the one specific option that beats their option then you can potentially get a big hit and reverse the situation. If you choose anything else then you are in for a lot of hurt.
- c.S > H Bajoneto
GuardAllStartup20RecoveryTotal 43Advantage+3 has a gap in which Potemkin can Mega Fist and score a counter hit punish.
- c.S > 6H can be backdashed and punished with c.S or Potemkin Buster.
- The sword explosion can be flicked, however your Flick can be frametrapped before the explosion occurs.
- Ramlethal can potentially be thrown when she runs back in to pick up her sword.
- Instant Blocking the first or second hit of her rekka series Erarlumo
GuardAllStartup16Recovery12Advantage-5 can allow for a reversal throw punish unless the Ramelthal cancels into Sildo Detruo
GuardAllStartup22Recovery17Advantage-2. This is often possible even without an Instant Block due to the rekkas moving Ramlethal forward and Potemkin's larger than average throw range. A delayed throw can also be utilised as a slightly safer option.
Sol Badguy

- Potemkin's f.S is an amazing stop sign button in this matchup. It forces Sol to play around it as it can stuff his own f.S, 6S, or IAD jump-in buttons. It is susceptible to being low profiled so Night Raid Vortex and 2D can call Potemkin out if he relies on it too heavily.
- Utilize IBFD+fuzzy jump OS to deal with Sol's meaties.
- Use FD against Sol's f.S
GuardAllStartup10Recovery13Advantage+2 to push him far out of his effective pressure range.
- Sol's 5K
GuardAllStartup3Recovery25Advantage-16 is extremely strong as a reversal option out of blockstun. After moves like Back Mega Fist on block, Sol can 5K to assert his turn due to throw invuln; your only frametrap is 5P which can lose to a very tight input of crouch > 5K.
- Bandit Revolver
GuardAllStartup12Recovery9+6 LandingAdvantage-7 is a two-part Rekka move that consists of a -7 on block starter and a -11 on block follow-up. Sol can frametrap the opponent with Bandit Revolver 2 if he thinks they are going to try and punish Bandit Revolver 1. Both are technically punishable with Potemkin Buster, but it may be worth using a faster option like 5P or regular throw to punish. Bandit Revolver 2 is minus enough to easily get a Potemkin Buster punish as Sol cannot follow-up unless he RCs.
- Potemkin will want to space meaty Garuda Impact as being too close will allow Sol to wakeup DP and hit Potemkin. In the event that Garuda clashes with Sol's DP
GuardAllStartup9Recovery18+10 LandingAdvantage-28, be prepared to FD clash cancel, as it is the safest option from a clash.
All-in-all, an average match up. Potemkin Buster being able to grab DPsGuardAllStartup9Recovery18+10 LandingAdvantage-28 is a huge boon, but don't lack on your safejumps. Respect his plus frames if he's close, as mashing can and will lead to a quick death.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Dealing with Bandit Bringer
Dealing with Bandit Bringer.
Testament
[not updated/verified for season 2]
- Testament has to be very careful of Mega Fist in blockstrings due to the hurtbox shift. This can be used often times to punish Unholy Diver(Crow) and Grave Reaper during blockstrings.
- F.D.B(Flick) is incredibly useful in this matchup and allows potemkin to Flick Testament's Grave Reaper and Unholy Diver(Crow).
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Zato-1

- Yellow Roman Cancel is very important to kill Eddie immediately.
- Slide Head instantly kills Eddie if he is summoned and active on the ground.
- "That's a lot!"
GuardAllStartup27 [31]Recovery-Advantage+55 can be flicked even when Eddie is behind Potemkin.
- Potemkin can't reliably stuff Eddie, as his fastest button that hits it is his 8F 2P. He can't hit Eddie during the gap in "Pierce"
GuardAllStartup21 [25]Recovery24Advantage- as well.
- f.S
GuardAllStartup10Recovery23Advantage-12, 2S
GuardAllStartup11Recovery20Advantage-10 and 6P
GuardAllStartup12Recovery12Advantage-6 are very strong round start options against Potemkin. 6P will deal with Zato's f.S, but loses to 2S. Potemkin's 2D will deal with 2S but loses to f.S.
- Kara Heat Knuckle/super jump rising air buttons such as j.P can be a useful way to deal with Zato stalling for Eddie gauge via Flight.
The classic grappler v.s. puppet character matchup. Don't get sandwiched between Zato and Eddie or you're in for a world of hurt. Be aware of Zato going for overhead attempts with uncharged 5D covered by "Leap"GuardAllStartup21 [25]Recovery34Advantage+46, as well as his Damned Fang
GuardGround ThrowStartup6Recovery38Advantage- attempts in corner.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
rephrase: Megafist is a good tool to escape during gaps in pressure, like in between raw Eddie summons or cancels into Invite Hell. Its large hitbox is also a good way to hit Eddie. This is easy to counter on a read, however.