Pots guessing game works like this, as well as the counters to it.
-
To get out of 6K, you backdash. Yes, with everyone. To beat that, Potemkin can use 5H to tag your backdash.
-
Jumping beats ticks into buster, and 6K. Potemkin defeats jump with 623H, or with 5K (easy to get a perfect meaty)
-
Just blocking defeats everything but buster.
So, to be realistic, Potemkin’s yomi would have to be really really good in order to force you to guess wrong repeatedly. The best guessing game he has is pressure into hammerfall brake into buster/letting hammerfall finish. At said distance, you force the opponent to decide, in haste, to either block, or hit you out of P-buster. The moment you are forced to make the decision, however, is the point where any wrong guess leads into big damage, which is why it’s intimidating.
- He lets HF finish, you try to hit him out of it, he gets a combo.
- He brakes and does P buster.
- You try and beat both options by jumping early when you knew it was coming. Too bad for you, you might have tried this in the 1 out of 50 times it doesn’t work, and he happens to have enough meter for HPB, and he knew you were going to do that.
Potemkin is far from overpowered because his abilities as a character depends entirely on your ability to yomi. The worse you are at yomi, the easier it is to outguess him every time. If you also lack the ability to execute in tight timing situations with Potemkin, you get pressured to death.
People can argue all they want about what’s good on paper and what’s not, but if people can’t apply it to a real match, then they shouldn’t be talking.
The lower tier characters aren’t lower tier because they suck, as they are complete characters. The lower tier characters are in the places they are because they have the hardest to execute gameplans. Those characters are the ones with the fewest guaranteed BS. Just look at it.
On paper, this is why these characters are the best:
Eddie - is the best because theoretically, any knockdown could be your last. Safest, can run away.
Slayer - has the best footsie and ability to wait in the game. Safe, and the character that benefits the most from yomi. Think 3s Chun-Li, but better, and seemingly less BS because of the way the game is played.
Robo-Ky - has the best footsie in the game outside of Slayer, and has the highest damage potential of anyone in the cast. 55-60% off of a low? Think 3s Ken, in that he has a very basic mixup game, is always safe after anything he does, but has to play that mixup very well and effectively to win. Works for damage. Beats turtling players as he can make the opponent come to him by getting free meter until he gets enough for scatter missles. Then he gets in anyway. Love this character.
On paper, these characters are the worst:
Anji - Because of the fact that your opponent can have the best fuzzy guard in the world, this character can possibly get no guaranteed damage. His traps are good, however, because if you cannot defend them, you get busted. Again, an opponent with perfect execution on defense through fuzzy guard destroys him on paper. No solid, effective ways to get in. Forced to play aggressively through shenannigans as he cannot out-wait anyone. No solid ways to mix-up and get damage without meter, etc.
Zappa - Has three summons (Sword, Dog, Ghosts) that have different playstyles depending on which one you get. This means that Zappa never gets what he wants, but rather makes the best of any given situation. Example, if I get the dog, I do unblockable setups and infinites into resets. I do this by waiting for you to come at me and force a mistake, as the dog only goes away if you hit it on CH. If I’m in hitstun, I can tell the dog to hit you out of your combo. Forces the opponent to do what Zappa wants him to do, which means he has to control the pace of a match through unpredictable situations. Hardest character to play in the entire game, bar none.
I believe everyone else falls into mid-tier status, and explaining them would be more off-topic than half this post.