GGACR/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.
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.
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. 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.
  • Down indicates attack is either fully untechable or cannot be teched under normal circumstances.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce adds flat 10 frames on top of move's untechable time.
    • Outside of airhit column untechable time will include ground bounce frames by default.
  • On CH untechable time is doubled unless stated otherwise.
    • Does not include one sided hitstop from counter hits.


System Data

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


Universal Mechanics

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


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236P Mega Fist Forward 50 5 7 High/Air 3 RF 1.50/3.60 25 8 0+13 after landing -9 1~Until L Lower Body 11 Down 14 13 16~17F, 25~26F
214P Mega Fist Backward 50 15 6 High/Air 5 RF 1.00/3.60 25 9 0+6 after landing +4 1~Until L Lower Body 18 Down 18 15 25~26F, 28~29F
236S Slide Head 40, 0 15, - 6 90% Low, Unblockable 5 RF 2.00/3.60 23 2(2)1 25 -11 1~16F Above Feet,
26~35F Above Knees
18 Launch 50 15, 0 27~29F
[4]6H Hammer Fall 60 14 12 Mid 4 RF 1.00/9.60 19~35 2 27 -18 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. 40 14 6 All 4 R 1.50/6.00 21 3 12 +2 4~14F Reflect 16 Stagger 65 16 14 N/A
63214S Reflect F.D.B. (Reflect) 16 0 7 All 3 -/1.20 1 Total 22 1~End Strike 13 Stagger 35 60 13 N/A
632146P Potemkin Buster 160 6,15 Forced 75% 176 pixels -/12.00 3 1 37 1~2F Front Foot
1~16F Throw
3~5F All
Down N/A
623H Heat Knuckle 0, 15×2, 40 8, 6×3 Unblockable, FD×3 1, 5×3 RF 2.00/0.00, 6.00×2, 24.00 14 1 22 Down×3, 45 11 23~24F on whiff
623H > 63214H Heat Extend 95 6 FD 5 R -/19.20 Strike 80 15 N/A


Force Breaks

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


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 Unblockable 12+1 15 10 1~12F All
13~27F Throw, 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 5 11+6 12 16 -9 1~21F Strike 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Potemkin 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Potemkin 2P.pngGuard:
Low
Startup:
9
Recovery:
8
Advantage:
-2
6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Potemkin 6P.pngGuard:
Mid
Startup:
13
Recovery:
19
Advantage:
-9
- - - - - Jump, Special, Super
5KGGAC Potemkin 5K.pngGuard:
Low
Startup:
7
Recovery:
9
Advantage:
-4
- - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Potemkin 2K.pngGuard:
Low
Startup:
7
Recovery:
14
Advantage:
-6
- - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC Potemkin 6K.pngGuard:
High
Startup:
18
Recovery:
20
Advantage:
-4
- - - - 2D Jump, Special, Super
c.SGGAC Potemkin cS.pngGuard:
Mid
Startup:
9
Recovery:
11
Advantage:
0
- - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Potemkin fS.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-11
- - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Potemkin 2S.pngGuard:
Mid
Startup:
13
Recovery:
16
Advantage:
-2
- - - 2H 5D, 2D Special, Super
5HGGAC Potemkin 5H.pngGuard:
Mid
Startup:
15
Recovery:
16
Advantage:
-4
- - - - 5D, 2D Special, Super
2HGGAC Potemkin 2H.pngGuard:
Mid
Startup:
13
Recovery:
35
Advantage:
-21
- - - - 5D, 2D Special, Super
6HGGAC Potemkin 6H.pngGuard:
Mid
Startup:
23
Recovery:
30
Advantage:
-11
- - - - - Special, Super
5DGGAC Potemkin 5D.pngGuard:
High
Startup:
31
Recovery:
6
Advantage:
+3
- - - - - Homing Jump
2DGGAC Potemkin 2D.pngGuard:
Low
Startup:
12
Recovery:
14
Advantage:
-5
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Potemkin jP.pngGuard:
High/Air
Startup:
5
Recovery:
6
Advantage:
-
j.P j.K j.S j.H j.D -
j.KGGAC Potemkin jK.pngGuard:
High/Air
Startup:
9
Recovery:
13
Advantage:
-
j.P - j.S - - Jump
j.SGGAC Potemkin jS.pngGuard:
High/Air
Startup:
14
Recovery:
23
Advantage:
-
j.P - - j.H j.D -
j.HGGAC Potemkin jH.pngGuard:
High/Air
Startup:
11
Recovery:
16
Advantage:
-
- - - - -
j.DGGAC Potemkin jD.pngGuard:
High/Air
Startup:
11
Recovery:
8 after landing
Advantage:
-
- - - - - -
  • 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

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