GGXRD-R2/Potemkin/Frame Data

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 Potemkin


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.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Potemkin x0.94 3 5F [94] Super Heavy 21F (1~20F invuln) 32 24F 22F No Run
Hammer Fall
I.C.P.M

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 11 6 7 Mid 1 CSJ 144 5 5 6 1
5K 22 10 7 Low 2 SJ 264 10 9 9 -4
c.S 40 10 7 Mid 2 SJ 264 8 3 11 -1
f.S 36 10 7 Mid 2 SJ 264 11 7 18 -11
5H 55 20 6 Mid 4 S 384 15 7 16 -4
2P 12 3 8 Mid 0 CS 144 6 4 6 ±0
2K 16 6 7 Low 1 S 264 7 4 14 -6
2S 36 14 6 Mid 3 S 384 14 3 20 -6
2H 60 20 6 Mid 4 S 384 13 5 35 -21
j.P 18 3 8 High / Air 0 CS 144 7 6 6
j.K 24 10 7 High / Air 2 SJ 264 10 8 13
j.S 36 10 7 High / Air 2 S 264 13 6 23
j.H 45 14 6 High / Air 3 S 384 12 6 16
j.D 50 14 6 All 3 S 384 13 Until Grounded 9 After Landing
6P 42 14 5 Mid 3 384 11 7 19 -9 1~4F Upper body
5~12F Above Knees
6K 40 20 6 Mid 4 S 384 16 8 20 -9
6H 80 20 6 Mid 4 S 384 23 5 30 -16
2D 35 14 6 Low 3 384 12 5 14 -2
5D 30 20 20 Initial: 80% High 4 384 27 2(2)2(2)2 8 +1

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6,0 Forced: 65% Ground Throw: 96250 0 0,480 1 +37
Air Throw Air Throw 0,70 NA 6,0 Forced: 65% Air Throw: 201250 0 0,480 1
DAA Dead Angle Attack 35 10 7 Initial: 50% All 2 -5000 / 264 13 5 18 -9 1~17 Full
18~32 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
623H 0,15×2,40 NA 8,6×3 Unblockable Hit Grab 0,4×3 200 / 0,600×2,2400 12 2 21 +14
Heat Knuckle > 63214H →Heat Extend 90 NA 6 4 0 / 1440 +53
236P Mega Fist Forward 50 10 7 High / Air 2 150 / 360 24 8 8 -4 1~39 Lower Body
214P Mega Fist Backward 50 20 6 High / Air 4 150 / 360 25 9 6 +4 1~39 Lower Body
236S Slide Head 40[0] 20 [NA] 6 Low[Unblockable] 4[4] 200 / 360 25[29] 2[1] Total 54 -11 1-16 Above Knees
[4]6H Hammer Fall 60 20 6 Mid 4 375 / 720 18[31] 2 33 -16 1~Super Armor
Hammer Fall > P Hammer Fall Brake Total 15
63214S F.D.B. 40 14 6 Mid 3 150 / 600 19 3 12 +2 4~18 Reflect
63214[S] F.D.B. 40 14 6 Mid 3 150 / 600 19~36 3 12 +2 4~9 Reflect
1~9 after release Reflect
Reflect Projectile F.D.B. Projectile 16 10 7 All 2 0 / 120 2 150 Total 22 1~22 Strike
632146P Potemkin Buster 0,150,0 NA 6,0,15 Forced: 50% Ground Throw: 308000 0 0 / 1440 3 Total 40 +62 1~2 Throw
3~5 All
214K Trishula 48 10 7 Forced: 80% Mid 2 200 / 600 25 15 18 -6 1~39 Above Knees
j.41236H I.C.P.M. 0,60 20 7,6 Mid 4 240 / 720 13 Until Landing 29

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236S Heavenly Potemkin Buster 0,170,0
[0,212,0]
NA 6 Unblockable 4 -5000 / 0 10+1 15 10 +56 1~12 Full
13~25 Throw & Upper Body
632146H Giganter Kai 30 20 10 Mid 4 -5000 / 0 9+8 60 Total 50 ±0 1~9 Full
Giganter Kai > 4123641236P Gigantic Bullet Kai 145 20 10 Mid 4 -5000 / 0 49 24 17 -22

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Infernal Tour DESTROY NA 6 Throw: 230000 0 9+8
[5+6]
3 62

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Potemkin 5P.pngGuardMidStartup5Recovery6Advantage1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Potemkin 2P.pngGuardMidStartup6Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K, 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Potemkin 6P.pngGuardMidStartup11Recovery19Advantage-9 - - - - - -
5KGGXRD Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4 - 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Potemkin 2K.pngGuardLowStartup7Recovery14Advantage-6 - 6K c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD Potemkin 6K.pngGuardMidStartup16Recovery20Advantage-9 - - - - - Special, Super
c.SGGXRD Potemkin cS.pngGuardMidStartup8Recovery11Advantage-1 - 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Potemkin fS.pngGuardMidStartup11Recovery18Advantage-11 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGXRD Potemkin 2S.pngGuardMidStartup14Recovery20Advantage-6 - 6K - 2H 5D, 2D Special, Super
5HGGXRD Potemkin 5H.pngGuardMidStartup15Recovery16Advantage-4 - - - - 5D, 2D Special, Super
2HGGXRD Potemkin 2H.pngGuardMidStartup13Recovery35Advantage-21 - - - - 5D, 2D Special, Super
6HGGXRD Potemkin 6H.pngGuardMidStartup23Recovery30Advantage-16 - - - - - Special, Super
5DGGXRD Potemkin 5D.pngGuardHighStartup27Recovery8Advantage+1 - - - - - Homing Jump, Homing Dash
2DGGXRD Potemkin 2D.pngGuardLowStartup12Recovery14Advantage-2 - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGXRD Potemkin jP.pngGuardHigh / AirStartup7Recovery6Advantage- j.P j.K j.S j.H j.D Special
j.KGGXRD Potemkin jK.pngGuardHigh / AirStartup10Recovery13Advantage- j.P - j.S - - Jump, Special
j.SGGXRD Potemkin jS.pngGuardHigh / AirStartup13Recovery23Advantage- j.P - - j.H - Special
j.HGGXRD Potemkin jH.pngGuardHigh / AirStartup12Recovery16Advantage- - - - - Special
j.DGGXRD Potemkin jD.pngGuardAllStartup13Recovery9 After LandingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Potemkin


To edit frame data, edit values in GGXRD-R2/Potemkin/Data.
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