GGXRD-R2/Slayer/Matchups/Potemkin

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GGXRD-R2 Slayer Portrait.pngGGXRD-R Potemkin Portrait.png

Matchup Overview

Potemkin is dangerous for Slayer on many fronts. Potemkin has high health and stun resistance, which makes him harder to defeat in a just a couple hits like other characters. He also builds a lot of tension quickly, so playing slow can suddenly snowball against you.


GGXRD Potemkin PotemkinBuster2.pngGGXRD Potemkin 5H.pngGGXRD Potemkin HammerFall.png


  • Potemkin Buster (632146P) and backdash are a constant threat up close.
  • Far range is also very tough because of tools like 5H, Flick (63214S), and Slidehead (236S).
  • Hammerfall's ([4]6H) armor is always a threat against the single hit moves that Slayer commonly uses.


GGXRD Slayer 5K.pngGGXRD Slayer j.S.png

  • On the other hand, Potemkin's oki and pressure are very straightforward, and he must make reads to shut down BDC jump.
  • Even though Slayer's close range pressure exposes him to Pot Buster and backdash, Slayer has many moves that are plus on block and Potemkin's normals are slow in general, so Slayer can still heavily pressure Potemkin with moves like 5K.
  • Slayer's oki can also be fairly safe against Potemkin's backdash, which means Potemkin has to try to block the high/low or reversal Hammerfall YRC through it.
  • Slayer's IAD is annoying for Potemkin to deal with since his most reliable antiairs are not very rewarding.


There's a couple of ways you can play this matchup, but you generally want to pick your fights very carefully, more so than any other matchup.

Key Points

  • Use a lot of 5K, try to do pressure around the tip of 5K range.
  • IAD is strong.
  • Limit your use of slow moves like 6H, 6P, and 2D, especially if they can't be canceled to break Hammerfall armor.
  • On defense, don't rely on Dandy Step.


Details

  • Slayer's 5K is very hard for Potemkin to stop. 5K allows both jump and special cancels and recovers fast, so it is generally safe against Hammerfall and backdash. You can space 5K outside Pot Buster range, and 5K > P Mappa can be safe on block at this range. 5K beats most of Potemkin's normals too, including 5H.
    • 5K does have low reward and Potemkin has high defense, so Potemkin can get a lot of chances to gamble against it. If you autopilot 5K into 6H or IAD, Potemkin can punish both. If you're spaced too far out, Potemkin can aim to whiff punish with 2D or beat it with 5H. Megafist hops over 5K, though Megafist Forward does not give a combo without RC.


  • IAD goes over 5H, Pot Buster, and Slidehead. IAD jS usually beats Hammerfall and even stops Hammerfall YRC because it hits so fast, but it does whiff on Slidehead's low profile. IAD > delay jH punishes Slidehead reliably but it will probably lose to 5H and Hammerfall.
    • Potemkin has several options that cover the IAD angle. 6P almost always beats IAD on reaction, and CH 6P can give an ICPM knockdown for his best oki. Potemkin's other anti-IAD options are more preemptive: 5P, fS, early Hammerfall, Flick, etc. Notably, Megafist Back can make IAD jS and jH whiff, and even gives a combo on ground hit if Potemkin is cornered.


  • Slayer's main CH options all have slow startup, which makes them risky to use against Hammerfall and backdash. A random Pot Buster can also grab them since it doesn't care about Slayer's strike invul or low profile. Moves like 6P and 2D that have no jump or specials cancels will probably lose to Hammerfall and will definitely lose to Hammerfall YRC. These slower moves are also easily to CH, which gives better oki from 2D and Hammerfall and lets 5H combo into Hammerfall at any range. Dandy Step at your own risk.
    • Slayer's 6P is really good at stopping Potemkin's anti-IAD moves. fS, Flick, and Megafist can all be low profiled. If you're willing to risk it, 6P can beat 5H if you do it early enough, and can sometimes low profile through Hammerfall. Wakeup 6P is even an option against 6H, which Potemkin sometimes uses to call out wakeup backdash or Dandy Step.
    • Tip range 6H can make 2D whiff and can hit Slidehead startup. At this range, 6H > K Dandy can be safe from Hammerfall YRC > Pot Buster and whiff punish it. At closer ranges, 6H can catch Megafist Back, though sometimes 6H will whiff.


  • Dandy Step is still an important tool for Slayer against Potemkin, but Potemkin has several long range options that check Dandy Step attempts out of pressure. 5H, 2D, Pot Buster, Hammerfall, and Slidehead will regularly catch both versions of Dandy Step. Occasionally, Potemkin may 6H, which has incredible range and even threatens to stun Slayer on CH.

Potemkin Buster

Overview
Potemkin's command grab allows him to threaten Slayer in a way that many other characters cannot. Slayer's close range moveset constantly forces him into Pot Buster range, and Pot Buster is large and fast enough to punish many of Slayer's frametraps and pressure resets.


Details

Low crush
  • 3f startup command grab with massive reach and damage. You can take about 4 raw Potemkin Busters before you perish.
  • Low crush from frame 1 lets Pot Buster easily beat frametraps like f.S > 2K and 5H > 2D, though sometimes this requires IB.
  • Recovery is standing and non-CH, so this limits Slayer's punishes. 40f of recovery can be enough for Dandy Step punishes if you can target their timing.
  • Reward is 30% damage with a safejump midscreen, or a 45% meterless combo if fully cornered.
  • Gives a lot of meter on hit, 2 successful Pot Busters adds 25% meter.


Counterplay

  • Slayer needs to be at least +5 on block to forward dash through Pot Buster. This is possible from f.S on normal block, or 5K/2K/IL on FD.
  • f.S is +6 on block, which is enough to frametrap Pot Buster with 5P, 2P, 5K, or 2K. This also allows a safe forward dash.
    • On IB, f.S is +3, which is only enough to frametrap with 5P or 2P. You can use 5P > 2K to confirm into 2D, and this will also frametrap Potemkin's 6P.
  • Be careful about autopiloting your frametraps. This includes common strings like c.S > f.S, or any + move into 2K, as Potemkin can IB > Buster many of these.
  • After you put yourself in close range (such as with Mappa or IAD), you can hard call out Pot Buster with IAD or BDC Dandy Step. Pot Buster has 40f of recovery on whiff, so you can get P Dandy > CWH or sometimes K Dandy > Pilebunker.
    • Note that IAD and Dandy Step can lose to Hammerfall, 5H, or Megafist, which are other common reversal options.
  • If you want to jump out of a Pot Buster attempt, make sure to neutral jump so you can get a punish. Using j.D > Footloose as you're falling is fairly consistent, but you can also try j.D > j2K if you're closer for a bigger punish.

Hammerfall

Overview
Potemkin's main movement tool that travels just under 1 screen width. Hammerfall armors 1 hit, which allows it to beat most of Slayer's pokes. Hammerfall reaches high enough to catch BDC jump and far enough to chase down Dandy Step, so it naturally checks Slayer's favorite defensive options.

Additionally, Hammerfall can be canceled before the hit into Hammerfall Brake, which allows him to be plus on block from heavier buttons into Brake. Spamming Hammerfall Brake is a major source of meter for Potemkin and Slayer isn't very good at discouraging this.


Details

  • Fastest attack is 18f, which is just enough for 5H > Hammerfall to combo if close enough.
  • Brake has 15f recovery and can be performed anytime before the attack starts.
    • 2S > fastest Brake is +1 on normal block, +3 on FD, -3 on IB
    • 6K/5H/6H > fastest Brake is +3 on normal block, +5 on FD, -1 on IB
  • Knocks down on ground hit.


Counterplay

  • Forward dash can invul through some Hammerfall strings if you IB and/or Pot is spaced out. If Pot does Hammerfall YRC and you are mid dash, you can jump to avoid Pot Buster.
  • From airdash, you can usually break the armor with jS. It can also hit fast enough to interrupt YRC startup.
  • If you trigger the armor, you will get YRC instead of RRC since Pot isn't in hitstun or blockstun. If Pot tries to Hammerfall YRC, you will probably get punished unless you YRC first.
  • Armor does not work on supers, so DOT and EW will hit Pot.
  • Crosswise Heel generally beats Hammerfall.

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.


Forward megafist

  • IB CH 5PH 2D is possible. Cannot be block punished with lows.

Potemkin wakeup backdash.

  • 21f total duration with only one frame where you can hit him with a strike at the end.
  • If It's late whiffs as a meaty because they backdash, you still have frameadvantage, so keep mashing on c.S or 5P. You can also do it's late and hold up-back if you are unsure of your meaty timing was good enough. You can also option select with YRC.
  • If 2K whiffs, you are even more plus and more likely to get a direct punish, so continue to mash on 5P, or hold up-back. You can also do 2K whiff into dead on time.
  • Potemkins backdash cannot be punished by 2D or any other low, but you can try meaty 2D to make it much harder to wakeup backdash in the first place. Do be aware though that reversal potemkin buster always beats 2D from frame 1, and he can also wakeup with throw.
  • meaty 5P whiff into c.S is also pretty consistent, though its not necessary to go out of your way to beat backdash like this.

Wakeup shield super

  • PRCing your attack and throwing is always possible if close enough. FDC crossup P pile after flash if midscreen, CH EW after flash, bite after flash.

Potemkin reblitzing

  • jump forward j.H~D214K is safe against reblitz if timed correctly. Can also do IAD j.PS

Slidehead OTG heat extend glitch:

  • tech forward j.S or tech into immediate blitz to punish. If you forget the punish you just have to get behind potemkin and wait it out.

Hammerfall block punish:

  • 5H 2D. Can also do 5H > j.2K > j.PK > dj.SHD2K > j.KD if you are close enough for it. Alternatively 5H > j.2K > j.PD > 2P > 5PK > BDOT.

Combos


  • Ground hit CWH > 5H does not work since Pot is heavy, use 5K or c.S instead.
  • 5P can hit crouching Pot during hitstun, note that 5P > 5H combos on crouching.
  • IL > c.S is not possible on crouching Pot, you will get f.S instead of c.S.
Various Potemkin specific combos
Combo Notes
K cwh > c.S f.S > j.SHD > dj.PSHD2K > j.PD combo text
Mappa > RRC > K cwh > c.S > j.SHD > dj.PSHD2K > j.PD combo text
5K > Mappa > RRC > K cwh > c.S f.S > j.SHD > dj.SHD combo text
5K > Mappa > RRC > 5D6 > 5HH > K pile > 5H > 2H > c.S > j.KPD combo text
c.S f.S > c.S f.S > 2KD on standing combo text
c.S f.S > 5P > 2SH > j.S2K > j.K > dj.SHD combo text
c.S f.S > 5PH > 2H > 5K > j.K~D combo text
c.S f.S > j.D > SDD > c.S f.S > 2KD combo text
2K > c.S f.S > 5K > 2D on standing combo text
2K > c.S f.S > j.D > SDD > c.S f.S > 2KD combo text
2K > 5PK > 2D combo text
2K > 2PSH > 5K > j.SH2K > j.D > dj.PSHD combo text
2K > 2PSH > 5K > j.SH2K > j.D2K > j.P214K > 5P BDOT combo text
2K > 5P > 2SH > 5K > j.SHD combo text
It's late > 5PH > 2D (crouch) combo text
It’s late > 5PH > 2H > 5K > j.K2K > j.K > dj.HD (crouch) combo text
It's late > 2KD (meaty) combo text
6P > 6H a bit further than roundstart or closer
6P > P pile no further than 2K range
P cwh > walk c.S f.S / 5P can't always combo into a knockdown if you continue in the air, so you might have to just go for oki immediately after cwh.
CH P pile > 5H > K mappa > 5P > j.K > dj.HD combo text
CH 6P > long dash > c.S f.S > j.SHD > dj.PSHD2K > j.PD If you end up doing K cwh you probably have to pickup with f.S instead of 6H.
CH 2H > forward dash > j.KSHD > dj.KSHD2K > j.PD combo text
CH 2H > f.S > j.SHD > dj.PSHD2K > j.PD has to reach corner
CH 2H > f.S > j.K2K > j.K > dj.HD combo text

Punishes


Block punishes

6P (-9)

  • 2K 2D (40 damage)
  • Usually punishable if they try to antiair 6P too late, does not have any cancel options besides RC.


Dead Angle (-9, CH recovery)

  • 5K 2D (48 damage)
  • Notably, the only Dead Angle that is CH state. You could even try to aim for CH 6P or Pilebunker instead of blocking.


Megafist Forward (-8 on IB, CH recovery)

  • c.S f.S > 5K 2D (93 damage)
  • c.S > j.2K > j.KD > land > c.S f.S > jSHD2K > jPD (149 damage)
  • 5P 5H 2D (80 damage)
    • 5P punish is useful if Pot may be out of c.S range
  • Generally unpunishable without IB, though throw may work if close enough

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