GGACR/Potemkin/Frame Data

From Dustloop Wiki


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
0.87 4 1.0 1/5F 0.94 80 22F 24F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.2 2.75 3.5 0.3 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
21 1~20F 3.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
5F 2 20.0 1.1 38F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
5F 26.0 1.1 49F 6.5 6.5

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 10

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 55 104

Normals

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 5 5 6 -1 11 3 8 9 10 13 11 N/A
5K Low 3 SJR 2.64 7 9 9 -4 22 8 7 90% 13 14 14 13 N/A
c.S Mid 3 SJR 2.64 9 3 11 0 40 10 7 13 14 14 13 N/A
f.S Mid 3 SJR 2.64 12 7 18 -11 36 10 7 13 14 14 13 N/A
5H Mid 5 SR 3.84 15 7 16 -4 58 20 6 18 19 18 15 N/A
5D High 5 R 3.84 31 10 6 +3 30 15 20 18 Launch 48 18 15 N/A
6P Mid 4 SJR 3.84 13 7 19 -9 35 14 6 90% 1~4F Upper Body
5~14F Above Knees
16 17 18 14 N/A
6K High 5 SJR 3.84 18 3 20 -4 40 15 6 85% 1~15F Throw 18 19 18 15 N/A
6H Mid 5 SRF 3.84 23 5 30 -11 90 20 6 50% 23 Launch 28 + WBounce 15 20~21F
2P Low 1 SR 1.44 9 4 8 -2 12 3 8 80% 9 10 10 11 N/A
2K Low 2 SR 2.64 7 4 14 -6 16 5 7 90% 11 12 12 12 N/A
2S Mid 4 SR 3.84 13 3 16 -2 36 14 9 16 17 16 14 N/A
2H Mid 5 SRF 3.84 13 5 35 -21 66 20 6 18 Launch 30 15 13~15F
2D Low 3 SR 3.84 12 5 14 -5 35 8 7 Forced 80% 13 Down 14 13 N/A
j.P High/Air 1 CR 1.44 5 9 6 18 3 8 9 10 10 11 N/A
j.K High/Air 3 JR 2.64 9 8 13 22 8 7 13 14 14 13 N/A
j.S High/Air 3 R 2.64 14 6 23 32 8 7 13 14 25 13 N/A
j.H High/Air 4 R 3.84 11 6 16 40 11 6 16 17 16 14 N/A
j.D High/Air 4 R 3.84 11 Until landing 8 after landing 45 11 6 9F~Landing Butt 16 17 40 14 N/A

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 55 pixels F 4.00 45, 30 6, 0 Forced 50% Down 40~44F
Air Throw 104 pixels 4.00 70 6 Forced 50% 32 N/A
Dead Angle Attack All 3 R 0.52 13 20 3 -9 35 10 7 50% 1~17F All
18~32F Throw
13 Launch 60 13 N/A

Specials

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236P Mega Fist Forward High/Air 3 RF 1.50/3.60 25 8 0+13 after landing -9 50 5 7 1~24F Lower Body 11 Down 14 13 16~17F, 25~26F
214P Mega Fist Backward High/Air 5 RF 1.00/3.60 25 9 0+6 after landing +4 50 15 6 1~24F Lower Body 18 Down 18 15 25~26F, 28~29F
236S Slide Head Low, Unblockable 5 RF 2.00/3.60 23 2(2)1 25 -11 40, 0 15, - 6 90% 1~16F Above Feet,
26~35F Above Knees
18 Launch 50 15, 0 27~29F
[4]6H Hammer Fall Mid 4 RF 1.00/9.60 19~35 2 27 -18 60 14 12 1F~1st active frame: Armor 16 Launch 22 14 3F after first active
[4]6H > P Hammer Fall Break F Total 15 3~10F
63214S F.D.B. All 4 R 1.50/6.00 21 3 12 +2 40 14 6 4~14F Reflect 16 Stagger 65 16 14 N/A
63214S Reflect F.D.B. (Reflect) All 3 -/1.20 1 98 Total 22 16 0 7 1~End Strike 13 Stagger 35 60 13 N/A
632146P Potemkin Buster 176 pixels -/12.00 3 1 37 160 6, 15 Forced 75% 1~2F Front Foot
1~16F Throw
3~5F All
Down N/A
623H Heat Knuckle Unblockable, FD×3 1, 5×3 RF 2.00/0.00, 6.00×2, 3.60 14 1 22 0, 15×2, 40 8, 6×3 Down×3, 45 11 23~24F on whiff
623H > 63214H Heat Extend FD 5 R -/26.40 95 6 Strike 80 15 N/A

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
63214D Judge Gauntlet Mid 5 R 28 [10] 6 28 -15 85 20 6 85% 2~28F Armor 18 Launch 28 + GBounce 15 N/A
j.632146D Aerial Potemkin Buster FD 5 RF 5 1 Until landing+12 0, 140 6, 0 100%, Forced 75% 1~9F Throw Down 15 9~11F after throw

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
632146H Giganter All 5 9+8 48 Total 41 +9 45 20 6 1~9F All
10~15F Strike
18 Stagger 55 75 15
632146H > 4123641236P Gigantic Bullet Mid 5 R 51 24 14 -19 126 20 6 18 Launch 60 + WBounce 15
236236S Heavenly Potemkin Buster Unblockable 12+1 15 10 170 6 1~12F All
13~27F Upper Body
Down

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Magnum Opera All 5 11+6 12 16 -9 Fatal 20 1~21F Strike 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Potemkin 5P.pngGuardMidStartup5Recovery6Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Potemkin 2P.pngGuardLowStartup9Recovery8Advantage-2 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Potemkin 6P.pngGuardMidStartup13Recovery19Advantage-9 - - - - - Jump, Special, Super
5KGGAC Potemkin 5K.pngGuardLowStartup7Recovery9Advantage-4 - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Potemkin 2K.pngGuardLowStartup7Recovery14Advantage-6 - - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC Potemkin 6K.pngGuardHighStartup18Recovery20Advantage-4 - - - - 2D Jump, Special, Super
c.SGGAC Potemkin cS.pngGuardMidStartup9Recovery11Advantage0 - - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Potemkin fS.pngGuardMidStartup12Recovery18Advantage-11 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Potemkin 2S.pngGuardMidStartup13Recovery16Advantage-2 - - - 2H 5D, 2D Special, Super
5HGGAC Potemkin 5H.pngGuardMidStartup15Recovery16Advantage-4 - - - - 5D, 2D Special, Super
2HGGAC Potemkin 2H.pngGuardMidStartup13Recovery35Advantage-21 - - - - 5D, 2D Special, Super
6HGGAC Potemkin 6H.pngGuardMidStartup23Recovery30Advantage-11 - - - - - Special, Super
5DGGAC Potemkin 5D.pngGuardHighStartup31Recovery6Advantage+3 - - - - - Homing Jump
2DGGAC Potemkin 2D.pngGuardLowStartup12Recovery14Advantage-5 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Potemkin jP.pngGuardHigh/AirStartup5Recovery6Advantage- j.P j.K j.S j.H j.D -
j.KGGAC Potemkin jK.pngGuardHigh/AirStartup9Recovery13Advantage- j.P - j.S - - Jump
j.SGGAC Potemkin jS.pngGuardHigh/AirStartup14Recovery23Advantage- j.P - - j.H j.D -
j.HGGAC Potemkin jH.pngGuardHigh/AirStartup11Recovery16Advantage- - - - - -
j.DGGAC Potemkin jD.pngGuardHigh/AirStartup11Recovery8 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Potemkin/Data.
Systems Pages