GGACR/Potemkin/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search


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.
  • 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
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
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. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Potemkin
File:GGXXACPR Potemkin Icon.png
GGXXACPR_Potemkin_Icon.png
0.87 4 5F Super Heavyweight (x0.94) 21F (1~>20F invuln) 1 52F 50F No Run
No Air Dash
Hammer Fall


Normals

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


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 45,30 6,0 Forced 50%, 100% 55 pixels F 4.00
Air Throw Air Throw 70 6 Forced 50% 104 dots 4.00
DAA Dead Angle Attack 35 10 7 50% All 3 R 2.64 13 20 3 -9 1~17F All
18~32F Throw
13 Launch Down 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236P Mega Fist Forward 50 6 7 High/Air 3 RF 1.50/3.60 25 8 0+13 after landing -9 1~Until L Lower Body 11 Launch Down 13
214P Mega Fist Backward 50 20 6 High/Air 5 RF 1.00/3.60 25 9 0+6 after landing +4 1~Until L Lower Body 18 Launch Down 15
236S Slide Head 40,0 15,- 6 Initial: 90% Low, unblockable 5 RF 2.00/3.60 23 2(2)1 25 -11 1~16F, 26~35F Above Knees 18 Launch Down 15
[4]6H Hammer Fall 60 20 6 Mid 4 RF 1.00/9.60 19~35 2 27 -18 1F~1st active frame: Armor 16 Launch 22 14
[4]6H > P Hammer Fall Break F Total: 15F
63214S F.D.B. 40 14 6 All 4 R 1.50/6.00 21 3 12 +2 4~14F Reflect 16 Stagger 65 16 14
63214S Reflect F.D.B. (Reflect) 16 0 7 All 3 -/1.20 1 total: 22F 1~End Strike 13 Stagger 35 60 13
632146P Potemkin Buster 160 6 Forced 75% 176 pixels -/12.00 3 1 1~16F Throw
3~5F All
623H Heat Knuckle 0, 15×2, 40 8,6×3 Unblockable, Fx3 1,5×3 RF 2.00/0.00,6.00×2,24.00 14 1 22 9 Down×3, 45 11
623H > 63214H Heat Extend 95 6 F 5 R -/19.20 80 15


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
63214D Judge Gauntlet 85 20 6 85% Mid 5 R 28 [10] 6 28 -15 2~28F Armor 18 Launch 38 + GBounce 15
j.632146D Aerial Potemkin Buster 0,140 6,0 100%, Forcded 75% F 5 RF 5 1 12 after landing Down 15


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Giganter 45 20 6 All 5 9+8 48 total 41 +9 1~9F All
10~16F Strike
18 Stagger 55 75 15
632146H > 4123641236P Gigantic Bullet 126 20 6 Mid 5 R 51 24 14 -19 18 Launch 60 + WBounce 15
236236S Heavenly Potemkin Buster 170 6 12+1 15 10 1~12F All
13~27F Upper Body
Down


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Magnum Opera Fatal 20 All 11+6 12 16 -9 1~10F Strike


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Potemkin 5P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
-1
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Potemkin 2P.png
Guard:
Low
Startup:
9
Recovery:
8
Advantage:
-2
6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGAC Potemkin 6P.png
Guard:
Mid
Startup:
13
Recovery:
19
Advantage:
-9
- - - - - Jump, Sp
5K
GGAC Potemkin 5K.png
Guard:
Low
Startup:
7
Recovery:
9
Advantage:
-4
- - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Potemkin 2K.png
Guard:
Low
Startup:
7
Recovery:
14
Advantage:
-6
- - c.S, f.S, 2S 2H 5D, 2D Sp
6K
GGAC Potemkin 6K.png
Guard:
High
Startup:
18
Recovery:
20
Advantage:
-4
- - - - 2D Jump, Sp
c.S
GGAC Potemkin cS.png
Guard:
Mid
Startup:
9
Recovery:
11
Advantage:
0
- - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC Potemkin fS.png
Guard:
Mid
Startup:
12
Recovery:
18
Advantage:
-11
- - 2S 5H, 2H 5D, 2D Jump, Sp
2S
GGAC Potemkin 2S.png
Guard:
Mid
Startup:
13
Recovery:
16
Advantage:
-2
- - - 2H 5D, 2D Sp
5H
GGAC Potemkin 5H.png
Guard:
Mid
Startup:
15
Recovery:
16
Advantage:
-4
- - - - 5D, 2D Sp
2H
GGAC Potemkin 2H.png
Guard:
Mid
Startup:
13
Recovery:
35
Advantage:
-21
- - - - 5D, 2D Sp
6H
GGAC Potemkin 6H.png
Guard:
Mid
Startup:
23
Recovery:
30
Advantage:
-11
- - - - - Sp
5D
GGAC Potemkin 5D.png
Guard:
High
Startup:
31
Recovery:
6
Advantage:
+3
- - - - - Homing Jump
2D
GGAC Potemkin 2D.png
Guard:
Low
Startup:
12
Recovery:
14
Advantage:
-5
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Potemkin jP.png
Guard:
High/Air
Startup:
5
Recovery:
6
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.K
GGAC Potemkin jK.png
Guard:
High/Air
Startup:
9
Recovery:
13
Advantage:
-
j.P - j.S - - Jump, Sp
j.S
GGAC Potemkin jS.png
Guard:
High/Air
Startup:
14
Recovery:
23
Advantage:
-
j.P - - j.H j.D Sp
j.H
GGAC Potemkin jH.png
Guard:
High/Air
Startup:
11
Recovery:
16
Advantage:
-
- - - - Sp
j.D
GGAC Potemkin jD.png
Guard:
High/Air
Startup:
11
Recovery:
8 after landing
Advantage:
-
- - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Potemkin/Data.