Difference between revisions of "GGST/Potemkin/Strategy"

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* {{clr|3|F.D.B(Flick)}} is incredibly useful in this matchup and allows potemkin to {{clr|3|Flick}} Testament's Grave Reaper and Unholy Diver(Crow).
 
* {{clr|3|F.D.B(Flick)}} is incredibly useful in this matchup and allows potemkin to {{clr|3|Flick}} Testament's Grave Reaper and Unholy Diver(Crow).
 
==={{Character_Label|GGST|May|label=May}}===
 
==={{Character_Label|GGST|May|label=May}}===
If the opponent frequently attempts to forward dash and command throw after landing counter hit with S dolphin, you can break stun easily by mashing backwards + dash macro button. Backdashing will make May whiff throw and you can punish it with kara buster.
+
If the opponent frequently attempts to forward dash and command throw after landing a counter hit with S dolphin, you can break the stun easily by mashing backwards + dash macro button. Backdashing will make May whiff the throw and you can punish it with a Kara Buster.
  
 
==Players To Watch==
 
==Players To Watch==

Revision as of 05:59, 11 May 2022

Potemkin


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.

Overview

Before reading this page-- you should be somewhat acquainted with Potemkins Moves. There is a lot of information there and this page should not repeat it.

General Tactics

Potemkin Strategy revolves around 3 aspects
  • Bullying with Pot's hard hitting normals and specials at the midrange
  • Slide Head, Hammer Fall Break to close the distance.
  • c.S strike/throw mix, Garuda okizeme, and Kara Potemkin Buster once the gap is closed.
Always Be Charging (ABCs)
  • While not as relevant as prior entries in the Guilty Gear series, Hammer Fall is still an incredibly useful tool for closing distance. Without it, Potemkin is significantly weaker.
  • Hold back while doing ANYTHING that does not require you to be holding forward, such as during a Potemkin Buster animation. During inputs in combos, hold back as well (so instead of doing 2P, do 1P) so you can keep Hammer Fall ready.
  • This is important as it'll allow Potemkin to chase after a knockdown and keep pressure going, keeping his threat real and closing out rounds quickly.
  • Opponents aren't going to allow themselves to be in Potemkin Buster range until forced to stop evading.
  • When stuck in the corner -- 5P/6P, Mega Fist, jumping, and Faultless Defense are your best friends.
    • Potemkin Buster can be used as a hard call-out to tick throws, but is risky. It's much safer to fuzzy jump in general.

Kara Cancels with 6K

Potemkin's 6K Kara Cancels are an extremely useful tool that enhances all of his special moves and is important to just about everything Potemkin can do. There is already a tutorial in-game on how to learn how to do Kara Buster, as well as on Potemkin's overview pages, but you can click here if you haven't seen them.

Video Explanation:

List of Kara Cancelled special moves and their differences

  • All

Startup is increased by a couple of frames, usually 2. Added forward momentum.

  • Kara Potemkin Buster (kPB, 632146K~P)

This is the one you should practice how to do first, and the aforementioned in-game tutorial will help you do this. Kara Buster makes it easier to catch opponents after certain gaps (such as after a Garuda Impact) thanks to the added startup, but most importantly it massively extends the range of Potemkin Buster, which is important for getting extremely high, meterless damage from punishes and for opening people as Potemkin.

  • Kara Forward Mega Fist (kFMF, 236K~P OR 6K~236P)

Greatly extends the range of Forward Mega Fist allowing Potemkin to leap in from very far and close distance effectively. Still risky thanks to Mega Fist being unsafe on block, but push-back can still make it awkward for the opponent to punish you. Using kFMF in counter hit situations greatly extends the range of c.S combos.

  • Kara Mega Fist (kBMF, 2146K~P OR 6K~214P)

Makes Mega Fist go about half the distance of a regular Mega Fist. Surrenders the frame advantage (-2 instead of +4) but carries heavy use in combos as it will ground bounce the opponent after every hit, allowing for extremely high damage juggles in the corner. You can also do it midscreen with a microwalk, giving you high damage anywhere on the screen as long as you have the execution! It is one of the more useful kara options Potemkin has.

You may have some difficulty with kBMF's input. For example, if you accidentally input a half circle with the first method (2146K~P), Kara Buster will come out instead. 6K~214P is harder to get used to, but it adds for consistency if you're worried about accidentally inputting Kara Buster. Click here for a video tutorial by Snap Grapple Pop if you need help.

  • Kara Slide Head (kSH, 236K~S)

Moves Potemkin slightly forward while doing Slide Head, extending the range and making it easier to followup. Very useful in neutral for closing distance and applying a threat to your opponent.

  • Kara Flick (kFlick, 632146K~S OR 6K~63214S)

Allows Potemkin to flick certain things that he wouldn't be able to otherwise (e.g. Ramlethal's sword explosions when he's not cornered).

  • Kara Hammer Fall (kHF, [4]6K~H)

Gives Potemkin an extra push forward, which allows him to catch opponents much easier after Potemkin Buster knockdowns and more. One of those moves that you could recommend doing instead of the normal input almost every time. Required in order to get a real meaty c.S after a Potemkin Buster knockdown, otherwise your opponent can reversal mash.

  • Kara Heat Knuckle (kHK, 6236K~H OR 6K~623H)

Actually not a meme! Has niche usage in combos performed on lightweights, and is a strong tool in neutral for calling out advancing jumps. Heat Knuckle has a ridiculous disjoint and little whiff recovery so being able to advance with it is a powerful space control tool. It also catches round start up+back.

  • Kara Garuda Impact (kGaruda, 2146K~H OR 6K~214H)

Another big money maker. Garuda is already one of Potemkin's most useful moves, but extending its range allows for specific and very powerful oki setups to force the opponent in a very bad position while chipping away at their health, and some combos.

Do I have to learn how to kara?

No. However, the time investment is low and the gains are numerous. Understand many punishes and Potemkin Buster setups are unavailable sans kara specials. While you can win without them, it's advised you learn them when you can.

Neutral

In matchups where Potemkin is the aggressor

More "traditional" style grappler matchups will force Potemkin to work his way in. Primary tools in these matchups are ones that help Potemkin work his way into his threat range.

  • Slide Head

Can almost always be used to apply pressure from any farther distances. When used to stuff out attacks on reaction like projectiles or moves with long startup, the award is especially great in the form of a long range Hammer Fall Break.

  • F.D.B (flick)

As is it's primary use, reflecting projectiles with F.D.B can help give Potemkin breathing room when being pressured from distances that aren't comfortable to him. The fireball can also provide protection for Potemkin while he makes his approach.

  • Hammer Fall & Hammer Fall Break

Scoring any form of knockdown, F.D.B reflect, or even some hits on block can net Potemkin valuable distance, allowing him to close ground.

  • 236P, 236K~P, and 2146K~P

While (usually) risky, an advancing Megafist can be an excellent approach tool. Calling out options that are low to the ground near the midrange can be a free ticket to Potemkin's ideal range, depending on which Megafist is used. Standard forward Megafist is the easiest to throw out on a dime, but is unsafe on both block and hit unless spaced properly. the same thing goes for Kara Forward Megafist, but the range allows you to approach from farther. Kara Back Megafist is both the most executionally difficult and safest Megafist. It's completely unpunishable on block, allowing for a safe air approach, but it travels easily the least distance of every advancing Megafist.

In matchups where Potemkin is not the aggressor

Characters whose sole focus is to close the gap and apply pressure oftentimes allow Potemkin to set the tempo of the round. Time in these matchups is mostly spent playing keepout with Potemkin's large normals and punishing intensely when the opponent overextends.

  • f.S, 5H, 6H, 2D

Characters with short range or a focus on grounded approach can struggle against these buttons. Playing patiently to whittle down the opponent's mental fuse is key here.

  • 5P, 5P

Being Potemkin's fastest buttons, they can stop pressure in its tracks when opponents try to approach recklessly.

  • 214P

Back Megafist is one of Potemkin's strongest defensive tools. It allows him to retreat to a comfy distance (almost) safely, and is both plus on block and has considerable reward on counter hit. The ability to use back Megafist to punish an opponent who overextends is a strong tool that shouldn't be overlooked.

Pressure

Garuda

  • PRC > c.S xx Garuda cannot be jumped.
    • It also cannot be reversal thrown. Buttons slower than 4 frames will be counterhit, 4 frame buttons will trade but Garuda will also counterhit in this trade. Chipp's 5P is the only button capable of cleanly beating PRC c.S > Garuda; Sol's 5K will trade like a 4f button.

Also see Garuda Oki.

Potbuster Setups

Garuda Impact and CH 2S stagger allow for a guaranteed Potemkin Buster in range, but it may have to be input as kPB. A blocked Garuda or c.S leads to a strike/throw mix between Potemkin Buster and delayed gatlings. e.g. a blocked c.S leads to delayed 2S / 2H or Potemkin Buster; a blocked Garuda can be mixed between 2D and Potemkin Buster, but other options are possible for the Garuda situation too. It is possible to Potemkin Buster an opponent's wakeup, but it should be sparingly used unless as a read to a reversal DP as wakeup throw-protection makes a "meaty" Potemkin Buster fuzzy-jumpable at best, and mash-punishable at worst. When 50% tension is available, Potemkin can create a safe Potemkin Buster by Option Selecting a PRC after inputting the grab. If the grab connects, the PRC doesn't activate. If the grab whiffs, Potemkin is safe from the PRC and can, in many cases, punish the option the opponent chooses to escape.

Covering Escape Options

Potemkin Buster is not only useful in its raw properties as a command grab, but the fear of its presence is incredibly valuable in pressure. In many cases, it's easy to score knockdowns in oki situations from the simplest of setups, because the opponent is deathly afraid of getting grabbed. 5K and 2K can clip prejump frames easily. After patch 1.09, Making the opponent block Heat Knuckle is considerably more rewarding than it was before. It cranks RISC gauge, leaves Potemkin at heavy advantage, and drops the opponent in the perfect position to continue pressure. Buttons like f.S, 5H, and 6H are effective at catching an opponents backdash, as is Slide Head and 2D.

Baits and Safejumps

Baiting out an opponent's risky option like a reversal or burst is one of the greatest money makers for Potemkin, as 9 times out of 10, it leads to a direct punish with Kara Buster, followed by Garuda Oki.

Burst Baits
  • Jump canceling c.S and blocking
  • Staying just outside of burst range with Garuda Impact's massive hitbox.
  • Sometimes just sitting still while the opponent is in the corner without resources is enough to scare a player into bursting.
Safejumps
  • Landing with j.H after 2D, Potemkin Buster, or an OTG c.S after throw.

Garuda Oki

Garuda Impact (214H) is one of Potemkin's best, and most useful special moves. After a knockdown, Garuda is an excellent way to force a very nasty situation on your opponent. Garuda okizeme's versatility is nearly boundless; there is no reason not to do it when possible. It deals a ton of chip damage, can even be meatied twice in a row, and it beats nearly every reversal option the opponent could use to escape it. Once blocked, Garuda okizeme allows for a simple strike/Potemkin Buster mixup for a ton of damage, or other silly things.

You can set up Garuda okizeme after most of Potemkin's knockdowns, such as CH 6P, air-hit Mega Fist, 2D, Throw, and Potemkin Buster if you're close enough to the corner. If you actually are in the corner, you can set up Garuda after combos easily by hitting the opponent with an OTG 5K/c.S and cancelling into Garuda, which will hit them meaty and reset the situation. Spacing Garuda is important, as if you are too close to the opponent you run the risk of reversals beating you. If spaced properly, the only thing an opponent can do is use a reversal super, and in many cases reversal supers will clash with Garuda. In this case, cancel into Faultless Defense and punish the opponent.

This is one of Potemkin's greatest strengths and it's recommended you do it as much as you can. Being able to force your opponent to block the already dangerous Garuda is phenomenal, and it lets Potemkin carry momentum very easily after a knockdown - a unique strength among most of the GGST cast.

Options after Garuda

WIP

On Hit
  • Garuda > kPB

Very easy way to get a lot of extra damage, corner carry, and set up into another Garuda if you're close enough to the corner.

On Block

It's recommended you delay most options to make the timing ambiguous, as well as ensuring Potemkin Buster will hit.

  • Potemkin Buster / kPB

Will open opponents who choose to block easily, as well as kPB closing the distance on a far blocked Garuda. Will lose to jumping.

  • 2D

Will open opponents trying to block, jump, or backdash. Cancel into Hammer Fall Break immediately to loop Garuda oki if they got hit by this, which also means more chip damage to scare them.

  • c.S

+4 on block and one of your best options. It will catch opponents attempting to jump or mash, and if this is blocked as well it sets up your c.S strike/throw mix with Potemkin Buster or delayed gatlings. On hit, you get a fat combo.

  • Roman Cancel (BRC/PRC)

Sets up an even scarier mixup with 5K, 5D, and Potemkin Buster. A good way to close out rounds if you have the meter. If you want to make the high/low less reactable, you can use 2D as well, but if you already know your opponent is focused on reacting to the high/low then Potemkin Buster them instead.

Double Garuda

Yes, you can do Garuda twice in a row.
It's actually possible to make Garuda land so meaty that you can followup with a second kGaruda for twice the chip damage, closer range, and all of your regular On Block followups afterwards. The opponent cannot jump, mash, or throw out of the second Garuda if done right. Garuda needs to hit on effectively the last possible frame in order for this to be possible - this actually makes it so meaty your opponent can backdash it if they anticipate it. Use it after you've conditioned them to block Garuda and not backdash, which shouldn't be too hard to do on an experienced player. While it's very hard to realize you're going for a kGaruda on the first hit, opponents can still attempt to reversal super or DP out once they realize that's what you're doing. It's recommended you only use this on characters without DPs.

The reward for Double Garuda is as massive as it sounds. With proper conditioning, it will only make you even scarier.

Video Explanation:

Fighting Potemkin

Potemkin struggles the most when he is unable to either get in and/or stay in, as well as applying pressure safely without expending meter. If you have a significant life lead against Potemkin, he can find it difficult to deal with an opponent who is holding down+back to block Slide Head and reacting to approaches such as using 6P to low-profile an advancing Hammer Fall (and subsequently punish), or using Throw to beat it outright. In neutral, you should play at the range just outside of Potemkin's 5H if your character permits it. At this range, you can punish overzealous usage of Slide Head with an instant airdash into a full punish. You're also capable of stuffing or whiff punishing any normals Potemkin would like to put out at this range such as f.S, 2S, Flick, and 5H. That being said, he can have some problematic moves which are covered in the following sections.

Mega Fist

"He keeps using Mega Fist, what do I do?"

Using 6P against Mega Fist is not a reliable answer as the hurt/hitbox ratio is skewed heavily in Potemkin's favor despite being an advancing aerial attack. If you're desperate to antiair Potemkin's Mega Fist, then air-throw will be your most reliable option. Generally speaking, it is preferable to simply dash block and take your turn and/or punish afterwards. Potemkin is -6 on a blocked Forward Mega Fist and even a kara-cancelled Mega Fist changes the frame data from +4 to -2 on block. Forward Mega Fist is also -2 on hit, so you're still able to assert your turn in both situation. Potemkin cannot challenge you due to his slow buttons. That being said, Potemkin is capable of doing a backdash after Forward Mega Fist on hit to bait out attempts to check his pressure, leading to interesting situations such as a 66BRC into Potemkin Buster punish.

There is a small visual guide (JP audio/text only) by Kazunoko as well.

Garuda

"Garuda is insane! How is this even a move?"

It's a good move. A really good one. Garuda okizeme is one of Potemkin's stronger assets, if not his strongest. The way to deal with it is to simply accept that you must trade some of your life to exit the RPS that is heavily skewed in Potemkin's favor. In the midscreen, and only the midscreen (corner will lead to a reset on okizeme), you should be backdashing Garuda okizeme on reaction to purposefully eat the hit and get blasted fullscreen. Potemkin cannot do anything about this without 50 Tension; he can buffer a 66 motion and reaction RC to your intentional backdash to get hit by Garuda and convert into a full combo, although this is more difficult to confirm when Potemkin is running DP-safe Garuda okizeme.

Okay. You didn't get hit by Garuda on purpose and you ended up blocking it. You're trapped in the RPS now. Watching the 2 minute video explanation of the Garuda RPS should hopefully give you a better understanding of your options, but at the end of the day, you are just picking an option and hoping for the best. Against beginner Potemkin players who do not delay their strike option to hit after Garuda's guard crush ends, fuzzy jumping/fuzzy backdashing is a very powerful defensive tool; against Potemkins who understand and represent the strike/throw mix specifically after Garuda ends, you are just guessing. Same applies to a blocked Garuda 66BRC. You are completely guessing between 5K and Potemkin Buster.

Matchups

Sol Badguy

  • Sol's 5K is extremely strong at close range versus Pot. On block, Sol will usually cancel it into 6S then Gunflame or Bandit Bringer to stay safe. FD'ing 5K > 6S puts Potemkin far enough away to flick Gunflame on reaction. Potemkin can FD or normal block 5K > 6S and use 6P > Heat Knuckle to beat Bandit Bringer on reaction.
  • Fafnir from point blank to half-screen range and Night Raid Vortex grabbed out of with Potemkin Buster.
  • Night Raid Vortex can low profile under Giganter Kai's projectile.
  • Use FD against Sol's f.S to push him far out of his effective pressure range.

Ky Kiske

  • If Ky uses Foudre Arc at long range to get in, use 5P to hit him out of the air. 6P and Back Megafist will lose to Foudre Arc, as the kick hits very high (high enough to CH BMF) and 6P will be too slow.
  • Instant Blocking Dire Eclat negates all pushback from the move, allowing for a Potemkin Buster punish.
  • Use FD when in the corner to push Ky back and prevent long blockstrings.
  • Flicking Ky's fireball prevents him from throwing another one until the reflected projectile disappears.
  • Punishing HS Vapor Thrust on whiff can be trickier than it appears, especially if Ky passes over Potemkin. It's recommended to use a c.S to start a punish combo in case Ky goes past Potemkin and messes up a Potemkin Buster input. This can also be a great way to bait a burst in case Ky blocks the c.S, as you can jump cancel it into an air block.

Millia Rage

  • Millia's Iron Savior (sliding kick) move is immune to Slide Head's shockwave.
  • Potemkin can Flick both versions of Tandem Top, but this is not recommended against meaty HS Tandem Top.
  • 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.
  • Millia has to commit more than Potemkin does in this matchup, so if Pot has the life lead, playing defensively and waiting for her to come to him can allow him to get pokes to whittle away at her health, while also letting him watch out for any mistakes Millia makes that can lead him to getting a Potemkin Buster or Garuda oki.
  • Millia does not get true disc oki from a regular throw. If she sets up disc after throwing Potemkin, he can Forward Megafist or Back Megafist to get out. However, Millia can cover her setup with an air normal if she expects him to get out with this.
  • If Potemkin is expecting Millia to cover her disc oki setup off a regular grab with an air normal (j.P, j.K, j.S, and j.D), he can 6P > HK her. However, if she uses j.H, Potemkin will get stuffed by the attack, but he can Megafist out before she hits him if she chooses this option.

Zato-1

  • Slide Head instantly kills Eddie if he is summoned and active on the ground.
  • Zato-1 will frequently fly barely out of reach of Potemkin's Heat Knuckle when the Eddie gauge is red. Kara Heat Knuckle can potentially reach a flying Zato if they are too low and drifting towards Potemkin.
  • Zato-1 has very strong round start options against Potemkin, mainly f. S or 2S. 6P > Heat Knuckle beats Zato's f. S, but loses to Zato's 2S. 2D beats Zato's 2S but loses to f. S. Change your round start options based on what the opponent likes to use.
  • Potemkin can't reliably stuff Eddie, as his fastest button that hits them is 2P at frame 8. He can't hit Eddie during the 7 frame gap in Pierce.
  • 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.
  • Potemkin can flick Eddie's drills even when Eddie is behind him.

Axl Low

Axl is a neutral monster. One of Potemkin's most difficult matchups, as per Guilty Gear history. vs. Axl Primer

  • Potemkin can Flick the initial part of Sickle Flash/Resengeki ([4]6) then hold back to block the follow-up. Axl will take damage from the reflect trail if he inputs a follow-up attack. Use Hammer Fall > Break to close the distance a bit as Flick only causes a soft knockdown.
  • Potemkin cannot Flick Sickle Flash/Rensengeki if the initial attack hits him meaty.
  • Winter Mantis (41236H) (Axl's command grab) can be overwhelming to deal with and sometimes hard to avoid. Due it being a command grab, you can still jump or backdash through it.
  • Sickle Storm (236236H) is Axl's only invincible reversal option. At close range, punish it by blocking the first hit, jumping in during the gap before the follow-up hit, and performing a full jump-in combo or Potemkin Buster (if they have Burst).

Potemkin

  • Potemkin can Back Megafist out of Garuda pressure if the opponent attempts to follow up a meaty Garuda with a non-kara Garuda. If the opponent does the double meaty Garuda technique or does Kara Garuda following the meaty, Potemkin cannot Back Megafist out in time.
  • IBFD'ing meaty Garuda will force the opponent to kara Garuda if they want to continue to establish a presence of pressure without spending tension to close the gap.
  • 6K > Garuda is fake pressure. Potemkin can Kara Buster the opponent out of it.
  • If the opponent uses Slide Head in neutral and Potemkin pokes it to hit the super armor, he can cancel into Slide Head himself to win the trade as his own super armor will tank the shockwave hit.
  • Potemkin can Potemkin Buster an opponent doing Hammer Fall if they don't Break before reaching him.

Ramlethal Valentine

  • One of Potemkin's hardest matchups.
  • Ramlethal dominates mid-range, and many of her normals (with swords) can frequently CH Potemkin's normals.
  • One of Ramlethal's staple Bajoneto sequences is f.S > 5HS > H. Bajoneto. Forward Megafist (236P) CHs H. Bajoneto (sword throw) on reaction at mid-range. Block the first two attacks, then use Megafist when Ramlethal starts Bajoneto.
  • At mid to far-range, Ramlethal may use Sildo Detruo (forward flipping attack) after using f.S or 5H to close the distance. Block the f.S or 5H first, then 6P the flip to punish it.
  • Holding Flick allows Potemkin to easily reflect S Bajoneto.
  • Instant Blocking Bajoneto (both S and HS) negates pushback, allowing Potemkin to keep positioning and avoid being pushed into the corner.
  • Ramlethal's air dash back j.S is extremely difficult to contest, but her air dash forward j.S can be beaten with 6P > Heat Knuckle.
  • Mortobato (23636S) (reversal super) is an extremely strong super that is invincible on frame 1. Practice safejumping against this attack, and punish with a Potemkin Buster after ground blocking.

Nagoriyuki

  • Also one of Potemkin's hardest matchups.

Small video on Nagoriyuki pressure structure and Potemkin's answers to the RPS

  • Instant Blocking f.SSS puts Nagoriyuki very close to Potemkin and very unsafe, giving Potemkin the opportunity for an easy Potemkin Buster punish.\
  • Pay attention to the blood gauge, always. The amount of blood he has left determines what pressure he is able to perform.
  • Nago's clone can be flicked, keeping him from initiating pressure from fullscreen.
  • Once Nago jumps, he has very little control over where he lands. Anti-air him!
  • If timed correctly, Nago's 214H can hop over the shockwave in Potemkin's Slide Head, allowing him to punish, or at the very least trade with its armor.
  • 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.

Faust

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.

Leo Whitefang

  • 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.

Giovanna

  • 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 blocktrings 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.

Anji Mito

  • Potemkin can set up a 50/50 against Suigetsu No Hakobi (Autoguard) by triggering the spin invincibility with 2P or 5P on reaction and canceling into Potemkin Buster if they don't jump or Heat Knuckle if they do jump. Demonstration
  • Potemkin can Flick the first part of Shitsu (236P) then hold Flick to easily reflect the second part (when the butterfly turns into a bird).
  • After Fuujin (236S) most of Anji's meterless follow-ups are beaten by a delayed Backwards Megafist (214P) can beat or avoid any option, making it very difficult for Anji to start his offense against a Potemkin who abuses this.

I-No

  • Potemkin can Flick Antidepressant Scale (music note) and Chemical Love (yellow diamond).
  • Stroke the Big Tree (236S/HS) 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 plus on block, but Potemkin has enough time to Potemkin Buster if able to quickly react.
  • 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.

Jack-O

  • 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.
  • However, Giganter Kai is a very bad wakeup option if a minion is next to Potemkin, as it will take the initial attack and the mirror will not come out.

Happy Chaos

  • 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.

Baiken

  • WIP

Testament

  • 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).

May

If the opponent frequently attempts to forward dash and command throw after landing a counter hit with S dolphin, you can break the stun easily by mashing backwards + dash macro button. Backdashing will make May whiff the throw and you can punish it with a Kara Buster.

Players To Watch

External Links/Videos

What Can Potemkin Flick?

  • Missing a few moves, majority of options present

Potemkin Pressure Guide

  • Quick, informative, entertaining - many of the discussed garuda 50/50s

Potemkin Replay Playlist

  • Lots of FAB

Potemkin Discord

  • Large, active, willing to help

Navigation

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