GGST/Potemkin/Matchups

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Potemkin


Template-info.png This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.

Matchups

Table of Contents
GGST Anji Mito Icon.png GGST Axl Low Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Zanuff Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Dickinson Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O' Icon.png GGST Ky Kiske Icon.png GGST Leo Whitefang Icon.png GGST May Icon.png
GGST Millia Rage Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Valentine Icon.png GGST Sol Badguy Icon.png GGST Testament Icon.png GGST Zato-1 Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Anji Mito

[not updated/verified for season 2]

Favorability Goes Here


  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Notable Interactions


Neutral


Offense


Defense


Axl Low

Favorability Goes Here


  • Kara Mega Fist and Kara Heat Knuckle are moves to represent to deal with the likes of j.SGGST Axl Low j.S.pngGuard:
    High
    Startup:
    14
    Recovery:
    18
    Advantage:
    -
    and 2HGGST Axl Low 2H.pngGuard:
    Low
    Startup:
    11
    Recovery:
    26
    Advantage:
    -18
  • Both the initial hit of ResengekiGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
    and its followup can be Flicked. However, If the initial hit of ResengekiGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
    hits meaty, the followup cannot be Flicked.
  • Axl is very negative after using SenailGGST Axl Low 214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    29
    Advantage:
    -24
    . Use Slide Head/Kara Mega Fist after block, depending on whether Axl would backdash or jump afterwards.

Typical grappler v.s. zoner matchup. 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.pngGuard:
All
Startup:
11+1
Recovery:
26
Advantage:
-2
to save him; go to town and do not let him get away.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Dealing with Rensengeki

Dealing with Rensengeki.

Dealing with Winter Mantis

Dealing with Winter Mantis.

reword: Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
-
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. When Axl is far away backdashing is usually a better option than jump as you can get hit on landing when forward jumping. If you read this move backdash to dodge and instantly Slide Head or Hammerfall to close the gap. Flicking at a long distance will motivate Axl to use this move more often so use it as a bait.


Baiken

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Bridget

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


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

Notable Interactions


Neutral


Offense


Defense


Chipp Zanuff

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Faust

[not updated/verified for season 2]

Favorability Goes Here


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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Giovanna

[not updated/verified for season 2]

Favorability Goes Here


  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Notable Interactions


Neutral


Offense


Defense


Goldlewis Dickinson

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Happy Chaos

[not updated/verified for season 2]

Favorability Goes Here


  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


I-No

[not updated/verified for season 2]

Favorability Goes Here


  • Potemkin can Flick Antidepressant Scale (music note) and Chemical Love (yellow diamond).
  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Jack-O

[not updated/verified for season 2]

Favorability Goes Here


  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Notable Interactions


Neutral


Offense


Defense


Ky Kiske

Average


  • Utilize IBFD+fuzzy jump OS to deal with Ky's meaties.
  • Instant Block Dire EclatGGST Ky Kiske 214S.pngGuard:
    All
    Startup:
    14
    Recovery:
    25
    Advantage:
    -8 [-6]
    whenever possible for a Potemkin Buster punish.
  • Flicking Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
    prevents him from throwing another one until the reflected projectile disappears.
  • HS Vapor ThrustGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    44
    Advantage:
    -38
    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.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+4~+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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Notable Interactions


Neutral


Offense


Defense


Leo Whitefang

[not updated/verified for season 2]

Favorability Goes Here


  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense


May

[not updated/verified for season 2]

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 easily by mashing backwards + dash macro button. Backdashing will make May whiff the throw and you can punish it with a Kara Buster.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5

Notable Interactions


Neutral


Offense


Defense


Millia Rage

MilliaVortexed to Death
Easy-Average


  • Utilize IBFD+fuzzy jump OS to deal with Millia's meaties.
  • Iron SaviorGGST Millia Rage Iron Savior.pngGuard:
    Low
    Startup:
    20
    Recovery:
    17 + 10L
    Advantage:
    -12
    is immune to Slide Head's knockdown shockwave.
  • Flicking both versions of Tandem TopGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -14
    (a.k.a. disc) is possible, but not recommended vs meaty H Tandem TopGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
    .
  • 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11

Notable Interactions


Neutral


Offense


Defense


Nagoriyuki

NagoriyukiBlood Gambler
Hard


  • 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.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
    , can be Flicked, preventing him from initiating pressure from fullscreen.
  • KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    17
    Advantage:
    -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.pngGuard:
Ground Throw
Startup:
7
Recovery:
48
Advantage:
NA
v.s. Hammer Fall.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
2SNo results
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-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.pngGuard:
    All
    Startup:
    22
    Recovery:
    18
    Advantage:
    -6
    > FlickGGST Potemkin FDB.pngGuard:
    All
    Startup:
    21~38 [38]
    Recovery:
    20
    Advantage:
    -6
    will frametrap Potemkin's normal jump.
  • Red Roman Cancel will instantly break Hammer FallGGST Potemkin Hammer Fall.pngGuard:
    All
    Startup:
    18~62
    Recovery:
    26
    Advantage:
    -9
    /Slide HeadGGST Potemkin Slide Head.pngGuard:
    Low (Guard Crush)
    Startup:
    29
    Recovery:
    28
    Advantage:
    0
    armor if unable to cancel in time.
  • Represent Mega Fist/Back Mega Fist to punish GarudaGGST Potemkin Garuda Impact.pngGuard:
    All (Guard Crush)
    Startup:
    28
    Recovery:
    24
    Advantage:
    +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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
21
Advantage:
-11

Notable Interactions


Neutral


Offense


Defense


Ramlethal Valentine

RamlethalHope You Have Meter
Hard


  • 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.pngGuard:
    All
    Startup:
    16
    Recovery:
    12
    Advantage:
    -5
    for a guaranteed throw punish.
  • c.SGGST Ramlethal Valentine cS.pngGuard:
    All
    Startup:
    7
    Recovery:
    10
    Advantage:
    +1
    > H BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +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.
  • FD is required against Ramlethal's corner pressure strings. Alternatively, hold meter for a Yellow Roman Cancel and force her off you.
  • MortobatoGGST Ramlethal Valentine Mortobato.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    51
    Advantage:
    -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.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
, 5HGGST Ramlethal Valentine 5H.pngGuard:
All
Startup:
12
Recovery:
28
Advantage:
-12 [-13]
and j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-
. Always be aware of her reversal super and safejump it as needed.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Dealing with Corner Pressure

Dealing with corner pressure.

Dealing with Mortobato

Dealing with Mortobato.

Sol Badguy

SolThe Clean Hit HVV Machine
Average


  • Utilize IBFD+fuzzy jump OS to deal with Sol's meaties.
  • Use FD against Sol's f.SGGST Sol Badguy fS.pngGuard:
    All
    Startup:
    10
    Recovery:
    13
    Advantage:
    +2
    to push him far out of his effective pressure range.
  • Sol's 5KGGST Sol Badguy 5K.pngGuard:
    All
    Startup:
    3
    Recovery:
    25
    Advantage:
    -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.

All-in-all, an average match up. Potemkin Buster being able to grab DPsGGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Notable Interactions


Neutral


Offense


Defense


Dealing with Bandit Bringer

Dealing with Bandit Bringer.

Testament

[not updated/verified for season 2]

Favorability Goes Here


  • 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).

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Notable Interactions


Neutral


Offense


Defense


Zato-1

ZatoVortexed 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.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
    can be flicked even when Eddie is behind Potemkin.
  • Potemkin can't reliably stuff Eddie, as his fastest button that hits it is his 8F 2P. He can't hit Eddie during the gap in "Pierce"GGST Zato-1 Pierce.pngGuard:
    All
    Startup:
    21 {25}
    Recovery:
    24 [36 Zato]
    Advantage:
    +30
    as well.
  • f.SGGST Zato-1 f.S.pngGuard:
    All
    Startup:
    10
    Recovery:
    23
    Advantage:
    -12
    , 2SGGST Zato-1 2S.pngGuard:
    All
    Startup:
    11
    Recovery:
    20
    Advantage:
    -10
    and 6PGGST Zato-1 6P.pngGuard:
    All
    Startup:
    12
    Recovery:
    12
    Advantage:
    -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.pngGuard:
All
Startup:
21 {25}
Recovery:
34 [36 Zato]
Advantage:
+46
, as well as his Damned FangGGST Zato-1 Damned Fang.pngGuard:
Ground Throw
Startup:
6
Recovery:
39
Advantage:
-
attempts in corner.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-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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Potemkin