GGACR/Potemkin/Frame Data: Difference between revisions

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! {{MiniMoveCard|game=GGACR|chara=Potemkin|input=5P}}
! {{MiniMoveCard|game=GGACR|chara=Potemkin|input=5P}}
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup></span>|| <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
| <span style="color:green">5P<sup>[+]</sup>, 2P, 6P</span>|| <span style="color:green">5K, 2K</span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-  
|-  
! {{MiniMoveCard|game=GGACR|chara=Potemkin|input=2P}}
! {{MiniMoveCard|game=GGACR|chara=Potemkin|input=2P}}
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*5D can be only canceled into Homing Jump on ground hit
*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 or block
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on hit, block, or whiff</span>
:<span style="color:green">'''X'''</span> = X is available on hit, block, or whiff
:<span style="color:green">'''X<sup>[+]</sup>'''</span> = X can be mashed into itself on whiff/has {{Keyword|renda}} cancel proprties


==Navigation==
==Navigation==

Revision as of 18:09, 23 May 2022

 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. 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

Error: No field named "backdash" found for any of the specified database tables.

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 18 19 18 15
5D 30 15 20 High 5 R 3.84 31 10 6 +3 18 Launch 48 18 15
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
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
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 8 7 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 8 7 High/Air 3 JR 2.64 9 8 13 13 14 14 13
j.S 32 8 7 High/Air 3 R 2.64 14 6 23 13 14 25 13
j.H 40 11 6 High/Air 4 R 3.84 11 6 16 16 17 16 14
j.D 45 11 6 High/Air 4 R 3.84 11 Until landing 8 after landing 9F~Landing Butt 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% 55 pixels F 4.00 Down
Air Throw Air Throw 70 6 Forced 50% 104 pixels 4.00 32
DAA 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

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 5 7 High/Air 3 RF 1.50/3.60 25 8 0+13 after landing -9 1~24F Lower Body 11 Down 14 13
214P Mega Fist Backward 50 15 6 High/Air 5 RF 1.00/3.60 25 9 0+6 after landing +4 1~24F Lower Body 18 Down 18 15
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
[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
[4]6H > P Hammer Fall Break F Total 15
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 98 Total 22 1~End Strike 13 Stagger 35 60 13
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
623H Heat Knuckle 0, 15×2, 40 8, 6×3 Unblockable, FD×3 1, 5×3 RF 2.00/0.00, 6.00×2, 3.60 14 1 22 Down×3, 45 11
623H > 63214H Heat Extend 95 6 FD 5 R -/26.40 Strike 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 28 + GBounce 15
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

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
10~15F 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 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.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 Special, Super
j.KGGAC Potemkin jK.pngGuardHigh/AirStartup9Recovery13Advantage- j.P - j.S - - Jump, Special, Super
j.SGGAC Potemkin jS.pngGuardHigh/AirStartup14Recovery23Advantage- j.P - - j.H j.D Special, Super
j.HGGAC Potemkin jH.pngGuardHigh/AirStartup11Recovery16Advantage- - - - - Special, Super
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
X[+] = X can be mashed into itself on whiff/has renda Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff. cancel proprties

Navigation

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