My friend thinks #Reload Potemkin is overpowered. Why isn't he?

No. Just… No.

Anji and Pote go about 5/5 I think Possibly 6/4 in Anji’s favor. No hammerfall because Anji can autoguard it on reaction with 6K and 6HS. No megafist for the same reason. Anji can out guess, and out poke Potemkin. The only thing Potemkin has is the Pot buster which is a big equalizer, and that’s what keeps it even

Why does Ky lose to Potemkin? If Potemkin didn’t have the finger flick he’d pretty much get owned for free IMO. Since he does have it, Ky has to play a boring zoning selective rushdown style which may be boring and frustrating on both sides but it does seem to give him the advantage.

I’d also like to point out that whatever Poti does well with the exception of throwing and reflecting projectiles, Slayer does better in general. Odd that Poti is considered a Slayer counter, though. I still can’t make complete sense of it.

Ky can slide under the flick, and I think it’ll knock him out of his dash. And Slayer loses because he can’t really beat Hammer Fall and if Slayer gets white blocked, he gets Bustered. If he does a kick Mappa, he gets bustered.

I white blocked your mom. :tup:

Reversal backdash???
You can see 6K come out, if not meedy (sp).
What I have seen, it’s not 50/50. Johnny seems to own him with his whip moves, well I don’t use Johnny I am basing this what I have seen.

Haha, thanks for saying that Potempkin can’t use certin moves against Anji. But pot buster can be put between the Butterfly trap, and if potempkin is careful and not use stupid strats against Anji, he ownes him. Besides Anji doesn’t have enough mix up or doesn’t deal enough, all he really has is an easier fujin loop that deals less.

At a mid level of play Potemkin is a beast. Other character’s pressure isn’t safe or solid, and he can easily capitalize on it with busters. Also, his pressure game is VERY EASY to execute and can give your opponent ridiculous trouble.

At a high level of play, his pressure mindgame is still very dangerous, but his regular gameplay is finally subject to his weaknesses… big recovery and lack of response.

You’d think the lack of speed and his giant size would give him lots of trouble. It’s really not so bad. He’s almost always a threat, except from full screen. You’ll notice characters that can keep an advantage at full screen give him trouble.

I think he’s on the lower side of mid, because while he has relatively few bad matchups in the top tier, he has random bad matchups amongst other characters that generally aren’t a ‘beasting’ threat.

Good matches for Pot: Ky, Anji, Zappa, Chipp, Baiken
Bad Matches for Pot: EDDIE, Bridget, I-No, Dizzy, Testament, Venom, some say Jam and even Slayer

You’ll find that characters he has good matchups against are for the following reason: When they can apply pressure, they must do it conservatively, and thus not effectively.

I’ll do a for instance with Ky:

Ky’s pressure is subject to all sorts of backdash and IB buster. He’s not a threat at long range with projectiles because of Flick, and he can’t apply his usual pressure game of throws and the random dust amongst continued low/mid pressure because it’s too susceptible to Busters. The only thing Ky really has going for him here is that he can punish pretty well. Final Showdown is definitely right about this one.

If you want me to discuss the other matches I can, but that general concept of not being able to apply risky pressure to him is what makes his lifebar seem so damn long.

Haha! Slayer a threat to Pot… have u even played this game?

I’d say Anji v Pot is 6-4 Potemkin. Anji can lock pot down with good traps in #R because he has more options than just running in after the butterfly and poking (I.E. less options for IB into Buster). OTG orb and other things like 214K FRC or sneaky use of Fujinn hop (read: risky use) provide enough mixup to at least give potemp some trouble.

However like most matchups for Anji, if he get’s knocked down he’s in trouble. One knockdown can mean the round is done for Anji, while one knockdown on potemkin just means Anji has advantage for awhile. I’ve played Jamarvelous enough to know this matchup is winnable, but it is still in Potemps favor.

Would I have posted that much if I didn’t at least have reasons for what I claimed? Seriously man, give it some thought.

If Slayer plays smart Pot doesn’t have great ways in on him. That’s the most glaring problem I see. Slayer can backdash jump cancel out of most of Pots evil 50/50 knockdowns.

The reduced recovery of a lot of Slayer’s moves helped. He’s just so much better all around in #R it’s hard to explain. He’s just a better character.

The Japanese site I refer to had it as 6/4 Slayer at one point but now it’s back to 5/5. I think it’s because neither character has easy avenues for pressure.

Actually, Pot can choose to Slide Head through any projectile besides Charged Stun Edge instead. Guaranteed knockdown if Ky hasn’t recovered in time.

Anywho, I think on paper Pot rapes Ky, but Ky players are generally so good that it helps even things out. Pot doesn’t have much against Ky’s 6HS/6K pressure besides just waiting it out, but he’s also the only character who can backdash against Ky’s sweep.

And people seem to forget Pot has zoning ability of his own. Vs air, he’s not so good, but he controls the ground quite well in most matchups, thanks in large part to that lovable HS.

In general, slide doesn’t seem to reliably beat Hammer Fall. The hits are just too far apart. I’d recommend the FRC if that wasn’t so late. Still, that’s all dependant on Pot using Hammer Fall in the first place. Considering how fast Ky’s slide comes out, he’s gotta commit to that shit.

Speak you ze English? This makes no sense whatsoever.

Not necessarily. Pot has some good options against Butterfly trap, but it’s still a mixup.

Anji DOES lack a good reversal on wakeup without burst. No, auto-guards don’t cut it. Meaty j.S is 100% safe against them, and when he doesn’t jump in, Pot can just cancel a normal to PB instead. That may sound a little risky, but as far as risk vs rewards go, it’s a great way to train an Anji not to auto-guard your attacks.

Yes, Anji can auto-guard Hammer Fall and Mega Fist. I don’t really care, 'cause he’s got good options vs Hammer Fall otherwise and Mega Fist is overrated like woah.

That all being said, from own personal experience, I don’t think it’s that bad for Anji IF you’re smart, maybe 6/4 Pot at worse. Both characters are big on mind games anyway, and Anji has the all mighty standing P. Learn how to link that, 'cause Pot can’t duck under it, giving you a great pressure game with P alone.

As for Slayer…in the long run, I can see it being 50/50, but you gotta be damn good with Slayer. Pot’s gameplan is just so much simpler, and he doesn’t have to worry about fucking up backdash cancel.

fuck my head hurts from reading replies in this thread

here are a couple of things that i found valid: ky sucks, anji sucks
yup thats all true, i know since i use them and boy do they suck

and potemkin is not overpowered due to his lack of air mobility + other random shit i forget

Deuce is the truth, let me beat you next evo ok?

okay sure thing, just make sure i’m using ky or anji and you get the win, cuz if i use faust i’ll just :k: :k: :s: :s: :s: :snkd: :snkd: :s: :s: :lk: :3k: :hs: :hcf: :s: :s: :s: :s: :s: and come out with a win somehow =/

You the man, you worked my Sol in losers so bad. =(

ok, this should be easy… backdash invinsibility sgsinst potempkin… disabled. If Slayer does 236K… blocked or connected, it’s a guarenteed buster… and just about everything else he has is useless in this matchup. I guess Slayer could win… if the pot player didn’t have a clue… or if the Slayer player prayed to god every night for victories over potempkin.
You have to understand that Potempkin is not the greatest char in the game… but he doesn own some of the top teir… Including Slayer

Speak you ze English? This makes no sense whatsoever. <<< why the hate, if you get hit by 6K all the time maybe you’re just slow.

lol, are you trying to say that 6K is good? I’m not saying it’s horrible, it’s not to fast, and if white blocked can be punished easily by almost anyone. The only time it ever catches me is against wake up with chars that have no wake up (ie. Anji).
That shit wouldn’t work on anyone with decent wake up (ie. Sol, briget… anyone with an uppercut)
The way I punish 6k is white bloc, jump to avoid buster, then I got lots of options. Or reversal uppercut of some sort.

If 6K connects and a buster is comboed off it, the damage is scaled so much it doesn’t turn the match around like a buster hit on the fly. It just doesn’t seem too much of a threat

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.

Backdash invuln disabled? What are you talking about? He can use backdash cancelled jumps to airthrow Pot out of every air move/approach he has! He can invuln jump away from most of Pot’s wakeup games, leaving him the option of waiting and heat knuckling/236236S supering against Slayer on wakeup. That’s a terrible option if Slayer doesn’t jump! The heat knuckle seems to miss a backdash cancelled jump, too, unless it’s done dangerously late.

236K blocked or connected is not a guaranteed buster. If you do it at a liberal spacing it’s usually safe. If he white blocks then yeah, you’ll probably get bustered. With that said, they reduced it’s recovery and made it MUCH easier to get away with it. Why would you ever use this move against Pot close to him (within Slayer 5HS range??). If you’re comboing with it, you should be using the 236P against Pot, or RC’ing the 236K into a 6H into a pile bunker. All of this is safe against Pot.

Furthermore you’re dead wrong about the 6K. You can’t just IB and jump away for free. It Gatlings into his 2P, 2K and 5K… all of which he can tick buster off of, or just combo you if you tried to jump. The 6K is a pretty fast overhead that’s subject to wakeup throws if spaced poorly and some reversal moves.

AKA’s dead on that Potemkin’s success (eventually, not in scrubville where people just do memorized buster ticks and stuff like that) comes in the ability of the player to Yomi correctly.

Slayer may have a tough time against Potemkin, in that he has to fight in an unorthodox manner… he’s still a retardedly good character. There is no decision Pot makes that cannot be responded to by Slayer. Because of that there is still a strong yomi game and so it’s decided by the players.

I don’t understand why in this bullshit theory fighter stuff you give one player the benefit of knowing how to punish another character, and then just assume the other player walks into it all day long. Real competition isn’t that dumb.

Ya sorry about that… disabled is a bit much. But what I mean was the backdash cancel 236 isn’t very effective and since potempkin can’t really get over his oppenents very well the backdash sj throw doesn’t come into play very much (NOT TO MY KNOWLEDGE) But ya that’s what I meant, sorry dude, my bad.

Are you saying use heat knuckle as an anti air??? Because it
s not a great one.