||This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.
PAGE REWRITE IN PROGRESS
As a Potemkin player, you're probably not overly concerned with tierlists, matchup numbers or general odds. These matchups will be based more around how difficult it is for you to get in and begin your game instead of how favorable the matchup is or isn't for you. At the end of the day, no matter what the character is, your goal is to grab them.
||Danzai is throw invul waah
Don't even ask if she's going to wakeup Danzai, she's A.B.A, she's already buffering it.
- Normal A.B.A is food on the table for you. Her lack of defensive options, slow movement and generally outranged pokes will allow you to get in and demolish her very quickly. The only thing you have to look out for is 236D.
- The same can't be said for Moroha, as A.B.A's newfound speed and pressure can become a hassle, not helped by her crazy damage.
- If she ever uses a bloodpack or Goku Moroha in neutral, Slide Head her to take off a third of her gauge for free, and make things really bad for her in the rest of your pressure.
- Danzai's throw invuln is not as powerful as you think. You don't even need to IB the first hit, just block it and buster. The same applies to FB Danzai.
- An overly aggressive, button-happy ABA is easily punished with IB Buster.
- Learn your IK confirms. This includes meterless set ups, and a metered set up utilizing Heat RC.
This matchup can go both ways, as is typical of nearly all games with ABA in them. Some rounds will go with you getting in on ABA, reading her FB Slide attempts and killing her before she can even land a hit on you. Other rounds she's going to get Moroha and the rest goes without saying. If you catch her in Moroha, you don't need to bother going for fancy combos since repeatedly knocking her down will win you the round through IK any way.
||Fuujin isn't throw invul hahaha
Anji's defensive options lose to Buster, but for the love of God do not get hit. His vortex can be a nightmare.
- You have to flick Shitsu twice.
- This often turns flicking a non-meaty Shitsu a bit of a gamble, but it pays out especially well for avoiding the unblockable.
- Fuujin is not throw invuln.
- To bait throws, Anji will likely be throwing out normals like 3K to catch you off-guard.
- Learn to IB buster Rin, and interrupt FB Rin with a low.
- Avoid neutral Slide Head, as Anji can Fuujin on reaction and punish.
- Get hit and a competent Anji will fuujin loop and get enough meter to start looping his unblockable set up
It's simple enough, but can be very tricky due to Anji's strange properties on his moves, and his oki. Fortunately, Anji trying to gorilla you won't pan out in his favor all too well.
||Effectively a Zoner VS Grappler matchup
Axl can play the close-range game very competently, but here you'll likely see him playing against you like a zoner and trying to keep you well away from arm's reach.
- Obnoxious multi-hitting normals and disjointed special moves that will blow through your everything.
- Your best approach option is just to walk at him and crouch IB. This will slowly push him to the corner and force him to act, potentially running pressure on you for a short period of time, or leaving other openings.
- Even though Axl has a really strong anti-air game, this doesn't mean jumping should never be done. Axl's ground pokes are extremely powerful, so jumping over them is a valid and sometimes necessary tactic. If you do try to jump, try to only do it in j.S range and have FD primed just in case, or superjump over Rensen.
- Megafist will leap over his crouching pokes and Rensen for a solid knockdown on hit. Be careful about the followup.
- Both of these said, abusing jumping and Megafist can still be harshly punished. Don't rely on them, the air still belongs to Axl.
- He's fortunately not great defending VS Potemkin and will die swiftly if caught.
Infamous matchup due to its difficulty. Axl's anti-air pokes will hit you because you're so huge, you're slow and struggle to get in, gimmicks like Heavenly Potemkin Buster to approach are practically guaranteed to get punished for a lot of damage. Axl isn't going to risk getting close to you, he's going to be playing keepaway, and his terrible defensive options are why. Get in on him and he's toast. Just good luck with that, is all.
||Baiken wants to block, you have Potemkin Buster.
Do not listen to Baiken propagandists, this match up is slightly advantageous.
- Both of you deal high damage to each other and have powerful, obnoxious defensive tools, but she has less overall health and a terrible stun modifier.
- Be wary that Baiken's mixup is still very good, and Baku is even more threatening for you than most other characters due to your lacking mobility. Don't get hit by it.
- Baiken's 6K is going to be used a lot to try and stop you from bustering her, as it has throw invulnerability.
Baiken is still a very powerful character, but Potemkin is equipped with plenty of tools to fend her off. If she tries to gluesniff through your offense, Buster will immediately make her reconsider. A proper Baiken will still be hard to deal with, you still can't autopilot her much like she can't autopilot you.
||She's going to run away and timescam you
Axl-tier normals, except with a better DP and asinine mobility. You'll rage over this matchup quite a bit.
- Don't jump. Bridget has a ton of anti-airs, and won't force you into the air often. If you do really need to jump, j.S will be your best friend, but it's highly inadvisable.
- You can flick Roger Hug, Jagged Roger, Roger Get and Recall Yo-Yo. This is another reason why you don't want to jump, flicking these helps a ton in catching Bridget.
- You cannot flick Roger Rush.
- Starship is not throw invuln through the entire startup. If you see her spinning Yo-Yos, just buster her.
- Your one saving grace is Bridget's very low HP and stun resistance. Never give up.
Bridget won't give a rats ass about getting Negative Penalty when avoiding you. Your large size makes you even more susceptible to Bridget's long combos, which aren't going to be very damaging, but will add up immensely over time.
||Either death by a thousand, or a one-hit KO
For all the characters prior that had "low HP and stun resistance" mentioned, Chipp is this especially.
- He's going to run a train on you, but he doesn't have a choice. You will build meter very fast walking towards him if he chooses to play passive.
- You cannot crouch his 4F, plus on block 5P. He's going to abuse it a lot.
- Strong reactions are very important thanks to his speed and numerous FRC points. Being able to punish his DP, teleports in neutral, leaf grab and Alpha Blade helps tremendously.
- Counterhit him once and you probably win.
Chipp hates this matchup just as much as you do. If Chipp ever makes a mistake, he will explode and die spectacularly. That said, you're going to be forced into lots and lots of mixups and mistakes. Hold your bearings and look for any opening in the ninja barrage, this is where a good defense is at its most valuable.
||Why did Sol have to pass down god normals to his daughter?
Expect to lose neutral. Dizzy can be particularly malicious against you.
- Dizzy's buttons are CRAZY against Potemkin, outrageously oppressive and quick! You cannot duck f.S!
- Her dash beats slidehead starting frame 1. Her mobility makes her very hard to catch, and very easy for her to get in.
- Look to flick the fish's ray/ice spears if the Dizzy is not supporting them. Regular bubble is also flickable if it auto pops. Imperial Ray is also flickable.
- If Dizzy gets too comfy with doing J.2S - J.HS, you can IB airthrow after the J.2S.
- Do remember that you can buster her coffin reversal before the active hitbox starts, as it begins 4 frames after flash.
- You can unblockable Dizzy on her wakeup if you have meter to spend. Coffin super won't save her. You're going to want to do stuff like this a lot, and maximize damage as well as you can.
Comparable to Chipp in that Dizzy is going to be playing very aggressively against you, but unlike Chipp, she's also perfectly capable of keeping you out. All in all, your life will be hell in every field, but eventually, you're getting in. Make the most of it.
||More keepaway than setplay
This is one of those match ups where Eddie can properly utilize his shadow in neutral, making things very hard for you to get in.
- Drill CAN be flicked, but only if done preemptively. Look for when the Eddie player likes to drill and start flicking from there
- Normally, you have to hold shadow pressure unless the Eddie leaves holes/goes for greedy resets.
- IB shadow, FD Eddie. This is the golden rule to holding pressure vs Eddie.
- Look into slashbacking Mawaru, as it helps you open up holes in Eddie pressure.
- 2P is very valuable for poking Eddie's shadow from afar, may as well exist for this matchup.
Basically a typical Pot matchup, except a 2vs1. Eddie without his Shadow is food on the table, so a smart one will be playing particularly patient against you. You do not want this man living after one knockdown. He has weak defense and below average hp, so once you do get in, he's paste. Grind combos, and good luck.
||Welcome to the gong show (for you)
It's "one of those." To beat him, you simply need to play better, which is much easier said than done because Faust's gameplan is particularly simple to execute against you. Fortunately, Faust players love talking, so his tricks against you are meticulously documented on his matchup page for your convenience. As for you?
- 2D > 623H works on Faust. This helps immeasurably in keeping him pinned down. Can't do 2H? Do this!
- Faust's reverse gatlings make his large single-hit pokes like f.S, 2H, and 2D safer to Hammerfall, either by recovering before it connects or hitting you after your armor expires. Put on the brakes and don't get hit.
- Faust has a stupidly low profile crouch which dodges a ton of your pokes. 2K and 5H are your best buddies.
- With Faust being a character who loves to throw items all over the screen, Flick is invaluable in this matchup.
- In isolation, most items are easy enough to flick, but Faust can often act or approach alongside them. Mindlessly trying to flick everything will get you counter hit by 2H, 6H, or FB DoorGuard:
- If Faust throws itemsGuard:
- without covering himself, Slide Head is a clean answer. This is quadruply true of item superGuard:
-, which should be a free Slide Head if Faust ever does it while you're on the ground.
- Bomb BagGuard:
Total 39+5 after landingAdvantage:
- being 2 hits is also annoying, though its predictable trajectory makes it easier to flick. You can also jump up and block, forcing Faust to block/get hit by it (unless he FRCs) and pushing him backwards.
- Faust's DrillGuard:
6 after landingAdvantage:
- FDC makes anti-airing Faust a nightmare, and gives him consistent pressure, mixups and punishes against you.
- Safejumps are highly recommended to deal with Faust's multitude of gimmicky reversals.
- 5D will lose automatically to a proper j.S land 5K. In pressure it loses to Buster.
- Super is reactable post-flash and easily blocked.
- 214D gives a free j.S air counterhit on a safejump, but should be Heat Knuckled otherwise.
- Worth noting that Faust has an extremely easy (although random to set up), infinite combo against you.
Faust wants to spend time harassing you from range with single-hit pokes and throwing items, and while many of his screen control options are hard to contest, they also tend to move him backwards. You need to simultaneously remain as aggressive as possible as to not let him get advantage in neutral, and patient as a saint to weather the items. Do this, and you can win. You'll be forgiven for naively believing Justice would be Potemkin's most difficult zoner matchup, but Faust is everything Justice wishes she could be here.
May as well mute the game and play this instead.
- Jam has abysmal range on a lot of her buttons and relies on speed and whiff-punishing you instead to get cards. Both patient play and chasing her down can be effective if you're able to react to her.
- 2S and f.S are especially useful, many of her attempts at running in will be beaten.
- Do not use Slide Head if she has a RyuujinGuard:
- card. You will regret it.
- Some Jams may resort to throwing out special moves randomly, using 5K or Buster will quickly stop them.
- Jam relies a lot on poking you with quick buttons in pressure. With IB, this leaves tons of windows for buster.
+3 is the devil and will be seen prominently both on the offense and defense for Jam. It's her main way of stopping you from simply bustering her over and over, and she will be keen on throwing it out a lot.
- Learning to Slashback it will let you buster her for wildly throwing it out, evening the playing field a lot.
- On the defensive, Jam can be very annoying due to her vast array of reversals, her parryGuard:
-, and cancel options.
- You feel free to find out how to punish 623D > j.236D. Best you're getting is Slide Head.
- Her parry acts as a decent anti-safejump and anti-air, and can be combined with 6H for an infuriating OS.
This may all sound easy since you have a lot of counterplay, but Jam is incredibly fast and hits very hard, along with her eight billion different options to mash against you—plenty of which she can also make safe. Her reputation as a gorilla didn't come from thin air.
||how it feels to play vs justice
It's hard to get in, but Justice plays similar rules to you, so it's not as insurmountable as you'd initially think.
- Justice is just as immobile as you are, complete with being forced to use a command dash to close distance quickly. You can get away with Slide Head if she isn't in range for a jump-in/doesn't have meter for supers.
- She has just as much range as you do on your buttons, if not more, except a lot of her normals and specials are multi-hitters that will stop you from using Hammerfall.
- Flick every single nuke she fires at you that isn't K Nuke. You can guessflick the K Nuke explosion if you're cocky.
- Look to trade with K nuke with f.S. If you can't, air IB is also a decent option.
- Playing footsies in this matchup is the key to survival. Both of you have great buttons against each other, your 6P in particular prevents her from just wanting to jump at you all day and your other ground buttons make her reconsider other options.
- Unfortunately, her 6P is a 10f overhead on you, and f.S blows up Hammerfall, so you need to play patient.
- Justice's only real option on the defense against you is her backdash, which while good, can still be automatically beaten by a safejump into 5K.
Every hit you take will likely result in you being sent flying to the other side of the screen.
Justice carries a slight advantage in this matchup, but you compete very well with her despite being a grappler. Think of her as being like a Potemkin that traded the grab for nukes, she even has your same throw range and most Justice players tend to use that as a reversal more than their DP.
||France has nothing over Zeppian might
Ky Kiske could be described as basic, white bread, vanilla (despite his choice in marriage), and plain. That about summarizes this matchup too.
- Flick his projectiles, Charged Stun Edge can be flicked as well.
- While his pokes are really good, yours still outrange him.
- Greed Sever will hit you faster, but you have one of the best and most damaging ways to punish it.
- Vapor Thrust only hits once, frequently losing to Hammerfall.
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Weirdly, you beat the shoto in pretty much every field here.
||millia players think their neutral is sick
- was made specifically as some macabre punishment for you and your fellow Potemkin players. It's proof some greater power exists, and moreover, it hates us.
- Millia's gameplan is very similar to yours, except she trades the tank factor for extreme agility. Her goal will be to knock you down and put you into looping oki. Also pin.
- Flick is a godsend if she doesn't properly meaty her oki tools, such as Secret GardenGuard:
- and Tandom TopGuard:
- Unfortunately that's about as good as it gets. Your backdashes will get clipped and your other options won't help. Even if she gets some awkward stray hit on you, she can just use pin to knock you down again.
- Her metered options, Pretty MazeGuard:
- and FB Secret GardenGuard:
- are also not worth challenging.
- One of the best characters at buzzing over your head, which is a huge issue. 6P cannot be relied upon, because she can bait it with pin.
- Pin is way too fast to reliably flick without a read. You will often be forced to respect it.
- Secret Garden also doubles over as a guided projectile to harass and zone you with, she needs it.
- As to be expected, Millia is as frail as her appearance suggests, and can be killed from two hits.
- Hate. Let me tell you how much I've come to HATE Pin since I began to live.
You can shout "braindead", "flowchart", "Millia is just Chipp for people afraid of execution", blah blah blah all day. It's not going to win you the game. All it takes is one careful hit, most of your basic combos will do half of her HP and any better hits you'd get from your oki will do even more. She's much more afraid of getting knocked down than you are as a result. Overall it's a highly volatile matchup where one player is playing the game and the other is screaming at the screen about how cheap the other character is, could be either of you.
||Laughably easy matchup, basically free. Imagine losing this.
Seriously, this is the dumbest mirror match in the world. There's no real advice that could be given here.
- Buster beats everything Potemkin can do, including Buster.
- Hammerfall Pressure is a joke, just buster him. Even in his plus frames he's not fast enough to get you.
- Buster can prove to be a problem, but it's not that big of a deal if you just buster him.
Potemkin's toolkit counters Potemkin stupidly well especially when combined with the things every Potemkin player should already be doing like Instant Block. Expect lots of poking before going into a ridiculous scramble situation where the two of you are throwing out buster like madmen. Avoid Hammerfall outside of combos or oki, the first person to Hammerfall puts themselves in a very dangerous position due to how fast Buster comes out.
||Slayer is going to come to you and get himself bustered
Boxer character with few throw invuln moves, and is woefully outranged in neutral.
- Potemkin Buster can interrupt a ton of his strings, and even catch Dandy Step. It's a massive hurdle for him.
- IB Buster makes Slayer's life even harder as his safer mixups are now very punishable.
- Slayer lacks multi-hitting moves and gatlings, making it very hard for him to contest Hammerfall. ALWAYS FRC IT, if it's blocked Slayer will punish into BIG damage.
He conversely is still as slippery as ever, but your toolset stops him from really doing a lot once he gets away from you. Slayer takes many risks trying to get in on you, so the situation is more skewed than you'd initially think. Keep in mind, Slayer can still mop the floor with you should you be playing crappy, it's what he's truly good at after all.
||Both of you are trying to grab each other, but you have better range and a better grab.
It's Sol Badguy. This is a relatively simple matchup, with you two sharing similar gameplans on the surface level.
- Potemkin Buster is throw invuln. Wild Throw attempts can be beaten just by bustering him.
- IB is amazingly useful against any of Sol's gimmick pressure options, like the Bandit attacks. IBing a Bandit Bringer is a guaranteed buster punish.
- Don't be mislead into playing crazy because of this, Sol deals a ton of damage to you as well.
- The truly hard part is Sol's defensive game. Grand Viper and Volcanic Viper will blow through Hammerfall, and can make Sol very slippery.
Sol sports better mobility and his own set of close-range god buttons, but can ironically find it difficult to get in on you thanks to your own buttons. Flicking Gunflame can be tricky, but you're always going to want to do it when possible. Don't get cocky with busters, as he can punish you harshly on the wrong move. Overall, there's not many tricks to this matchup on either end. Do your typical Pot stuff, IB and safejump his DP, so on.
||The bell tolls for thee.
- is a massive pain, and will curse you even if you flick it. Flicking it is still advised. Look to flick the crow's attacks if Testament lets you do it for free. See image.
- They have extremely long combos against you building tons of meter, including a practical and easy infinite.
- Master of Puppets is near checkmate level hard if you let them get one combo off.
- Look to jump or hard read and flick neutral Beasts. And be able to backdash Beast oki; Testament then has to delay Beasts to catch it, which you can then jump/flick.
- Testament's reversal is +9 on block. If you are expecting them to do it, you can buster as the active only comes 5 frames after start up. If you are not in range, flick.
- It is possible to Buster/BD certain gaps in Testament pressure if you IB, especially if you are expecting a 6P. However, beware that their pressure becomes gapless with Beast FRC.
- Just read Testament's page. You'll get the gist pretty fast.
Flick, J.P, and air IB can disarm their nests, fortunately, but there's not much real counterplay. That means you don't need to lab anything crazy yourself, but it also means you don't have any secret special techniques to stop them with.
||this character is why hatemail exists
- Naked/In General
- Zappa has an incredible backdash that he'll likely use a lot to try and avoid you.
- Low profile dash can circumvent your longer ranged normals. Between this and backdash, he will be hard to catch.
- Naked Zappa has a free reversal in 236P. It is, however, slower than the average DP and leaves Zappa in a predictable, grounded situation. If he doesn't have meter, this is a free punish.
It's not quite Bridget at match start, but it can get worse if the Zappa knows what he's doing. Kill him as fast as you can. Otherwise this is just the same as your average Potemkin matchup except very very hard; slowly walk forward, be patient, get a knockdown and run your vortex
- Low profile, starring long-reaching normals
- Flick the ghost ball whenever you see it, otherwise treat this about the same as above
Very annoying and will whittle you down steadily, but compared to his other ghosts, they're far from unmanageable.
- You're going to get sandwiched between Dog and eat a lot of pressure.
- Most of Dog's grounded pressure options are air unblockable, but the followups are not.
- Will tank a hit for Zappa. Pressuring him with normals is inadvisable.
- An absolute war crime. Your only reprieve is insulting the Zappa player.
Dog is Zappa's most powerful summon. Should Dog appear, you have a timeframe to knockdown Zappa, grab him, or pray that you are somehow able to stop him from sandwiching Dog between you and him. If this happens, you will be put in a mixup city that whittles down your high health pool way faster than you'd want. As Zappa will be staying close to you, there's the off-chance you can Slashback or Buster him, but these are extreme risks that will be punished heavily.
- You're damn near helpless against Sword due to your 5f jump startup and slow movement. Hope he doesn't get it.
- IB and jump a lot here too, FD his specials. Taking a hit and airteching forward is seriously one of your best options here for closing distance.
- Slide Head's upper body invuln can save you, and getting the knockdown means Zappa loses his ghost.
If he gets Sword, cry. While Dog may be better than Sword, Potemkin has a much harder time dealing with a threat from fullscreen that Sword provides than other characters do. If you beat a Sword Zappa, he is legally obligated to uninstall the game.
- He will likely attempt to unsummon Raoh as fast as he can. DO NOT GET GREEDY, as if he sees you rapidly approaching he may just use Raoh DP and ruin your weekend.
- Raoh has long normals and good tools, so he can still put up a decent fight.
Your big break! Ironically, this is Zappa's worst summon. It's certainly not incredibly easy as Raoh's huge range combined with Zappa's amazing mobility can still give you great difficulty, but it's no where near as bad as Dog or Sword beyond the DP.
Matchups in Detail
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