GGXRD-R2/Slayer/Matchups/Potemkin

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< GGXRD-R2‎ | Slayer‎ | Matchups
Revision as of 15:41, 27 September 2022 by Loekkson (talk | contribs) (→‎move)
GGXRD-R2 Slayer Portrait.pngGGXRD-R Potemkin Portrait.png

Matchup Overview

Generally, this matchup is dangerous for Slayer at all fronts, up-close, midrange and far-range. Potemkin has a lot of health and stun resistance, which makes him harder to defeat in a just a couple hits like you would against other characters. He also builds a lot of tension quickly, so playing slow can suddenly snowball against you. Playing up-close is dangerous because of potemkin buster and backdash, but far range is also very tough because of tools like 5H, flick and slidehead. Armor is always a threat against Slayer's single hits, especially with YRC. There's a couple of ways you can play this matchup, but generally you want to pick your fights very carefully, more so than any other matchup.

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.

Potemkin buster

  • 3f startup command grab with low crush from frame 1, massive reach and damage, and standing non-CH state recovery. This move is fast enough to punish or interrupt almost all of Slayers moves when used with other system mechanics, and punishing this move is also very hard. You want to avoid getting hit by this move like the plague, however sometimes you must be willing to take the risk if Potemkin player is mostly or only using his other tools. Damage wise, you can take about 4 raw potemkin busters before you perish.


Forward megafist

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

Potemkin wakeup backdash.

  • 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, 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

Character specific routes, also note routes that are not possible or are harder on this character

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

Navigation

Slayer

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