|oneliner=More keepaway than setplay
|oneliner=More keepaway than setplay
Eddie can properly utilize his shadow in neutral thanks to how slow you are, making
things extremely hard for you to get in. |+|
Eddie can properly utilize his shadow in neutral thanks to how slow you are, making extremely hard 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
*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.
*Normally, you have to hold shadow pressure unless the Eddie leaves holes/goes for greedy resets.
Revision as of 21:50, 17 August 2022
||This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.
As a Potemkin player, you're probably not overly concerned with tierlists, matchup numbers or general odds. This page will be based more around how difficult it is for you to get in and begin your game alongside some general tips against the character, rather than worrying too much over numbers. At the end of the day, no matter what the character is, your goal is to grab them.
Potemkin is notable for having some highly polarized matchups compared to many other characters in GGACR. This is due to Potemkin's great strengths, and also his few but similarly great weaknesses. Several characters struggle to keep Potemkin at bay, while others can abuse Potemkin's stature and speed to ensure he's well out of arm's reach, or put him in a vortex of mixups.
As a result there are a few observable trends with Potemkin's matchups.
|Potemkin is great versus characters...|
|who are easily outpoked by Potemkin|
|lacking strong gatlings or jump cancels and must commit to their pressure|
|with low health or poor defensive options|
|that lack projectiles, or operate best up close|
|Potemkin struggles with characters...|
|sporting strong mid/long-range pokes|
|who have many multi-hitting, throw invincible, or airborne moves|
|with solid movement or defensive options|
|that work fine keeping as much distance as possible from Potemkin|
Although you're going to see the word "Struggle" a lot, especially early into the page, this does not mean the majority of Potemkin's matchups are helpless losing ones. However, these matchups in particular are undeniably difficult due to the character's weaknesses being exploited by his opponent's toolkit. Multiple players have played Potemkin to success in all of these matchups without having to resort to counterpicking.
If you see anything incorrect or missing in these pages, do not feel afraid to bring them up. GGACR is a game all about character mastery and expression, which can result in some facts being skewed by the players, or outdated information not being updated. These pages only get better through criticism and feedback!
Kliff, Johnny and Order-Sol still need matchups listed and written.
||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.
Timerscam matchup. Axl-tier normals, but with a better DP and asinine mobility. You'll rage over this 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
Eddie can properly utilize his shadow in neutral thanks to how slow you are, making it extremely hard 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.
You are effectively playing a 1v2 against Eddie. Even if you get his shadow down, hes still a pain unless you're right on him. If he knocks you down once, you are likely dead.
However, if you knock HIM down, you have a solid chance at winning.
Grind combos and good luck, you'll need it.
||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 trivial 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 > 623Hworks 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.
||Watch out boy, she'll chew you up
Whoever gets in first wins, making this matchup particularly explosive and snowbally. Hang on in there.
- I-No's approach will primarily revolve around her air movement and special moves due to her harsh dash startup and vulnerability period.
- is perhaps the most infamous for Potemkin here. Flicking it seems obvious, however if it travels too far you'll still be forced to block, and she can steer it to make it difficult to flick on top of that. It's still ideal to flick it as it reduces her approach options after, but if you don't want to run that gamble, you can pop it with f.S and trade some health for safety.
12+8 after landingAdvantage:
+3 is the best whiff punish ever here and you will regret whatever choices you made that resulted in you getting hit by it. You can flick it if she uses it randomly to turn that regret around.
- Being in the air so often, 6P is a real seller, combine it with H to create an annoying throw OS to catch her on offense too. Additionally, Slide Head should be ignored, it simply is not helpful in this matchup.
- STBT is extremely safe to throw out since it goes over nearly all of Potemkin's pokes except 5K, making it a very important normal to stop I-No from low profiling everything Potemkin does.
- No point explaining what to do when I-No has you blocking, she has every mixup imaginable, but she won't want to overextend due to your amazing defensive options. If she wants to pressure you, she'll likely only do so as long as she has meter for 6FRC6. She can struggle with Giganter a bit, if it's any consolance.
- Like most mixup-oriented characters in GG, I-No has no health. Hit her once and you probably win.
Assume every I-No you play against that isn't stumbling around at roundstart to be an execution god, however I-No has to play out of her mind in this matchup. One mistake that you capitalize on, intentionally or unintentionally, and she's a goner. Otherwise, poke, knockdown, grab. You know the drill.
There's a writeup by Mike Z going over similar topics.
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. Just be wary of f.S and low profiles with Stun Dipper.
- Greed Sever will hit you faster, but you have one of the best and most damaging ways to punish it.
- Don't fall for Stun Dipper FRC Throw. Buster it if you can see it.
- Vapor Thrust only hits once, frequently losing to Hammerfall.
- Ky is seriously lacking without meter, and is forced to make you block for a long time to create any threat.
- Your high HP makes it much harder for Ky to close games, worsening his meter reliance in this matchup.
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Outside of neutral, you weirdly beat the shoto in pretty much every field here.
||Wait, people play this character?
Congratulations, you somehow found someone who plays May in this game. You'll be glad to hear that this matchup is pretty straightforward, although May can be pretty ignorant.
- 2D > 623Hworks on May. Just as good as it is against Faust. Can't do 2H? Do this!
- Forget about Slide Head. May jumps a lot, and if she wants to be particularly disrespectful, she can 5KGuard:
-3 over it.
- Also forget about air-to-airing. Your 6P is perfectly acceptable, but her air to air game is nigh uncontestable.
- May has some particularly mean pokes to use against you while on the ground:
- Her 6PGuard:
-7 is a cockeyed monstrosity, not only being a great poke/anti-air, but also lets her blast 2S if she instant blocks the normal prior in a string.
-29 goes under everything, making Sol look like a joke. Most often used when she has meter to cancel it.
- In general, a large portion of her pokes convert to massive red bars and pure pain on your end. Be careful.
- You can either jump or buster Overhead Kiss. If you're too slow on bustering, you'll both just whiff grabs in each others' faces with you recovering faster than her.
- There are multiple ways you can deal with Dolphin:
- Throw out random 5P pokes and buffer 2S to catch random dolphin spam while she's on the ground.
- 6P can easily beat out Dolphin for a nice counterhit, however it's baitable and punishable by May.
- IB 2S catches her after a blocked horizontal Dolphin, but it can be tricky to time.
- Hammerfall (Brake), if you're quick you can catch her recovery, if not brake to take your turn.
- If she uses FB Dolphin, you can flick it.
- Restive RollingGuard:
-4 makes throwing out committal options like 2H a large risk, and you're going to see a lot of it.
If you want it put simply, May is in the air a lot, so do a lot of 6P and then play Potemkin from then on forward. Get hit and May will make you feel like you're playing Chipp with how much damage she does.
||millia players think their neutral is sick
PinNo results 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.
- Her backdash is extremely quick, although not invincible for very long, it's still enough to pose a problem.
- 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.
||The P.W.A.B. has nothing over Zeppian might
Robo-Ky could be described as gimmicky, over-engineered, perverted (seeing his choice in marriage), and eccentric. That about summarizes this matchup too.
- Flick his projectiles, 6P and 2H can be flicked as well.
- While his pokes are good, yours still outrange him. Just be wary of low profiles with 2KGuard:
- Backdash Buster his dash attackGuard:
0 or else he's going to fraud you with it.
- is throw invincible. Don't try to buster it.
- His DP is a nightmare to deal with, starting up incredibly fast, and hitting overhead if TK'd. Be wary of him using it alongside his delayed wakeup.
- Robo-Ky is seriously lacking without meter, and he starts every round without meter. An early lead is a win.
- Your high stun resistance makes it much harder for Robo-Ky to close the game with missile loops.
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Give him too much leeway and he can really hit hard, don't let him start bullying you in neutral at max meter.
||Comes to you and gets himself bustered
Boxer character with few throw invuln moves, and is woefully outranged in neutral. You have the upper hand.
- 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.
- Although Slayer is very outranged, he still has a few pokes worth respecting:
- He can stuff your pokes with 5HGuard:
-4 and 6PGuard:
-1, and potentially convert into huge damage.
- Slayer sports many good air buttons, and j.2KGuard:
- makes it difficult to anti-air him.
- Pressure Slayer on wakeup to learn what BDC is, and you thought your backdash buster was good.
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.
It's Sol Badguy. This is a simple matchup, with you two sharing similar gameplans on the surface level. Both of you are trying to grab each other, but you have better range and a better grab.
- 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 common 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 typical 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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