GGST/Potemkin/Matchups

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< GGST‎ | Potemkin



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • 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]

 Anji Mito"You may be strike invul, but I don't care"
Even
  • Potemkin can set up a 50/50 against AutoguardGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- by triggering the spin invincibility with 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1 or 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1 on reaction and canceling into Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- if they don't jump or Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 if they do jump. Demonstration
  • Potemkin can FlickGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 the first part of ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 then hold Flick to easily reflect the second part (when the butterfly turns into a bird).
  • After FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] most of Anji's meterless follow-ups are beaten by a delayed Backwards MegafistGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+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 | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Clashes Trades Whiffs Misc.
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 None None 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15*, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15*, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6*, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0*, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9*, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19*
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, None 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, None None 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15*, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6*, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0*, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19*,
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, kcPBGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 None 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- None
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, None None None 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1**, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4***, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4***,

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

 Asuka RWar Of Attrition
Slightly Disadvantageous
  • Use fast normals to break through his spells and deny him the time to set up his offense.
  • Pay close attention to Asuka's resources in order to find the perfect moment to strike.
  • Time is not at your side, so avoid mistakes, use every opportunity to advance and make managing resources harder for him.
  • Use SlideheadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 to knock him down and HammerfallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 afterwards to gain ground and push him closer to the corner.
  • Be careful not to overrely on armored moves as Asuka can easily break your armor with certain or multiple spells.
  • Punish mid-air bookmarks, chants and jump-ins with kara Heat TackleGGST Potemkin 41236H.pngGuardAllStartup12Recovery36Advantage-37.
  • Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100 destroys all incoming spells, making neutral way easier. Watch out for teleports!
  • Once cornered, do not let him get away at all costs!

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start

This section is under construction and may contain unproven information.


Before we talk about your options, you must learn to quickly distinguish Asuka's spells in his deck to be able to choose your Round Start option accordingly.

On Round Start, almost all of Asuka's moves and spells lose to 2P -> F.D.BGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, which grants hard knockdown on counterhit and leaves you safe on block. The string also contains a 9-frame gap, though Asuka has no meaningful options to output during it.

However, Asuka's 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 and 2KGGST Asuka R 2K.pngGuardLowStartup6Recovery12Advantage-3 beat 2P, so make sure to introduce variety to your Round Start options.

Heat TackleGGST Potemkin 41236H.pngGuardAllStartup12Recovery36Advantage-37 counters most moves and catches sloppy backdashes, but loses to Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] and f.S. The move is also punishable on air and ground block, so avoid throwing it out mindlessly.

SlideheadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 is an alternative, albeit slow Round Start option that beats most moves but loses to jumps and multihit spells:

  • Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21];
  • Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33];
  • Delayed Tardus MetronGGST Asuka R Delayed Tardus Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 39Advantage+57 [+68].

This move is neutral on block, meaning that you aren't at risk of getting punished, unless Asuka jumps over the shockwave.

Some less used but notable Round Start options are:

  • Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 to catch Asukas attempting to jump over SlideheadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 or back IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump..
  • Kara Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- as a risky callout for opponents that stand still anticipating a possible Heat TackleGGST Potemkin 41236H.pngGuardAllStartup12Recovery36Advantage-37.


Given all the afforementioned options, an experienced Asuka will quicky revert to more defensive options after getting countered once or simply not challenge you at Round Start, walking back or seeking to either block the potential Heat TackleGGST Potemkin 41236H.pngGuardAllStartup12Recovery36Advantage-37 and capitalize on it being unsafe. Either way, this provides you breathing room at Round Start.

Common Round Start Interaction Table
Potemkin's button Loses To Beats Trades Notes
2P -> F.D.BGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6
  • 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3
  • 2KGGST Asuka R 2K.pngGuardLowStartup6Recovery12Advantage-3
  • All other normals
  • All spells

5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 (F.D.B after blocking 2P)

Potemkin will be neutral after moving closer to Asuka with HammerfallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 -> Break post-F.D.B knockdown

SlideheadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0
  • Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21];
  • Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33];
  • Delayed Tardus MetronGGST Asuka R Delayed Tardus Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 39Advantage+57 [+68]
  • Most normals
  • All other spells
  • 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3*
  • 2KGGST Asuka R 2K.pngGuardLowStartup6Recovery12Advantage-3*

*Recovers fast enough for Asuka to block.

Heat TackleGGST Potemkin 41236H.pngGuardAllStartup12Recovery36Advantage-37
  • Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16]
  • f.SGGST Asuka R fS.pngGuardAllStartup11Recovery17Advantage-6
  • All other normals
  • All other spells

Unsafe on air and ground block, use at your own discretion.

Neutral


Offense


Defense


Axl Low

 Axl LowThe classic Grappler vs Zoner matchup.
Disadvantageous
  • Kara Mega Fist and Kara Heat Knuckle are moves to represent to deal with the likes of j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- and 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
  • Both the initial hit of ResengekiGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 and its followup can be Flicked. However, If the initial hit of ResengekiGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 hits meaty, the followup cannot be Flicked.
  • Axl is very negative after using SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-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 StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 to save him; go to town and do not let him get away.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Clashes Trades Whiffs Misc.
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 None 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4 BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 None 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1 BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 None None 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 None 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 None None BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, charged F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 None Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1*,

2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1*

214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1, f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8, 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8, Kara BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1, 6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15, 5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4, 2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4, 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6, 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11, 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21, 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15, 5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15, Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3, FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6, BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4, F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 None 2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4 None None

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


RensengekiGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 as well as the explosion followup Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [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 StrikeGGST Axl Low 46S8.pngGuardAllStartup8Recovery34Advantage-11 can be blocked with FD in the air, leaving you at a frame advantage to immediately enforce a strike/throw mixup.

Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- can be backdashed on reaction then punished with Slidehead or Hammerfall.

Neutral


Offense


Defense


Baiken

Favorability Goes Here


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

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


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget

Favorability Goes Here


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Chipp Zanuff

 Chipp ZanuffCatch Him If You Can.
Very Disadvantageous
  • 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Notable Interactions


Neutral


Offense


Defense


Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust

[not updated/verified for season 2]

 FaustItem Bonanza
Slightly Disadvantageous

Anti-Drill Punish

  • 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 | Reverse Matchup 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]

 GiovannaShe has to get in on you, but you have to get in on her.
Even
  • 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Notable Interactions


Neutral


Offense


Defense



Goldlewis Dickinson

 Goldlewis DickinsonDo not get knocked down.
Very Disadvantageous
  • 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


Offense


Defense



Happy Chaos

[not updated/verified for season 2]

Disadvantageous
  • 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense



I-No

[not updated/verified for season 2]

 I-NoStrike/throw meets high/low.
Slightly Disadvantageous
  • 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Notable Interactions


Neutral


Offense


Defense



Jack-O

 Jack-ODo not let her corner you.
Very Disadvantageous
  • 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions


Neutral


Offense


Defense



Johnny

Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Ky Kiske

Average
  • Utilize IBFD+fuzzy jump OS to deal with Ky's meaties.
  • Instant Block Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] whenever possible for a Potemkin Buster punish.
  • Flicking Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 prevents him from throwing another one until the reflected projectile disappears.
  • HS Vapor ThrustGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33] can cross up when recovering so c.S punish is sometimes preferred for consistency.
  • 5P is an easy way to stuff Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]

Notable Interactions


Neutral


Offense


Defense



Leo Whitefang

[not updated/verified for season 2]

 Leo
Slightly Disadvantageous - Disadvantageous
  • 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.S and either bt.H or a stance-canceled 2K when close as he usually cannot get a meaty bt.H up close. You can defend against this by starting in crouch block, but after that you're on your own. You'll have to guess high/low on the spot. A good Leo will utilise 2K as much as they need to, while lower level ones probably won't utilise it at all. See this page for more information.
    • Faultless Defending against the first 2 moves in succession lets you fuzzy block a stance-canceled 2K and possibly react to it, as he will have to microdash beforehand. Beware delay cancels and tick throws.
    • 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 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 (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), there are 3 opportunities: between the 3rd and 4th strike, between the 4th and 5th strike, and after the last strike, which is -33. This is enough time to fully charge a Dust attack for a punish. However, if Leo has meter, he may FRC at any point into 236H (which is gapless) or tick throw.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


May

[not updated/verified for season 3]

 May
Favorability Goes Here

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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

Notable Interactions


Neutral


Offense


Defense



Millia Rage

 Millia RageVortexed to Death
Advantageous
  • Utilize IBFD+fuzzy jump OS to deal with Millia's meaties.
  • Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 is immune to Slide Head's knockdown shockwave.
  • Flicking both versions of Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 (a.k.a. disc) is possible, but not recommended vs meaty H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

 NagoriyukiGet ready to play patient
Slightly Disadvantageous
  • 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, ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5, can be Flicked, preventing him from initiating pressure from fullscreen.
  • KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-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 UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA v.s. Hammer Fall.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2
2S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

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

 PotemkinWelcome to the Circus
Average
  • Utilize IBFD+fuzzy jump OS to deal with Potemkin's meaties.
  • FD is very strong against Potemkin in general. Use it.
  • 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6 > FlickGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 will frametrap Potemkin's normal jump.
  • Red Roman Cancel will instantly break Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9/Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 armor if unable to cancel in time.
  • Represent Mega Fist/Back Mega Fist to punish GarudaGGST Potemkin Garuda Impact.pngGuardAll (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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Notable Interactions


Neutral


Offense


Defense



Ramlethal Valentine

 Ramlethal ValentineHope You Have Meter
Disadvantageous
  • Utilize IBFD+fuzzy jump OS to deal with Ramlethal's meaties.
  • Instant Block the first hit of her rekka series ErarlumoGGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 for a nearly guaranteed throw punish.
  • c.SGGST Ramlethal Valentine cS.pngGuardAllStartup7Recovery10Advantage+1 > H BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 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.
  • MortobatoGGST Ramlethal Valentine Mortobato.pngGuardAllStartup7+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.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13], 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13] and j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD). Always be aware of her reversal super and safejump it as needed.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

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 BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 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 ErarlumoGGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 can allow for a reversal throw punish unless the Ramelthal cancels into Sildo DetruoGGST Ramlethal Valentine Sildo Detruo.pngGuardAllStartup22Recovery17Advantage-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.

Sin Kiske

 Sin KiskeOneliner goes here
Favourability goes here

Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Sol Badguy

 Sol BadguyThe Clean Hit HVV Machine
Even - Slightly Disadvantageous
  • 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.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 to push him far out of his effective pressure range.
  • Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-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 RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+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 DPGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+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 DPsGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+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 | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Notable Interactions


Neutral


Offense


Defense


Dealing with Bandit Bringer

Dealing with Bandit Bringer.

Testament

[not updated/verified for season 3]

 TestamentAn incredibly rare good grappler vs zoner matchup.
Favorable - Even

Use armored moves to get in, flick the projectiles.

  • 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).
  • Testament's common neutral pokes such as f.S and are single hits and slow to recover, thus susceptible to Hammerfall; making it much easier to get in.
  • Stain can hit the Potemkin out of Hammerfall, but the hit has to be fairly early so Stain has time to activate.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Notable Interactions


Neutral


Offense


Defense



Zato-1

 Zato-1Vortexed to Death (Double Trouble Version)
Average-Hard
  • 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!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+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"GGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage- as well.
  • f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12, 2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10 and 6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-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"GGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46, as well as his Damned FangGGST Zato-1 Damned Fang.pngGuardGround ThrowStartup6Recovery38Advantage- attempts in corner.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

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.



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