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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 1 1 5 5 6 CSJ 144 11 6 7
5K Low 2 -4 10 9 9 SJ 264 22 10 7
c.S Mid 2 -1 8 3 11 SJ 264 40 10 7
f.S Mid 2 -11 11 7 18 SJ 264 36 10 7
5H Mid 4 -4 15 7 16 S 384 55 20 6
2P Mid 0 ±0 6 4 6 CS 144 12 3 8
2K Low 1 -6 7 4 14 S 264 16 6 7
2S Mid 3 -6 14 3 20 S 384 36 14 6
2H Mid 4 -21 13 5 35 S 384 60 20 6
j.P High / Air 0 7 6 6 CS 144 18 3 8
j.K High / Air 2 10 8 13 SJ 264 24 10 7
j.S High / Air 2 13 6 23 S 264 36 10 7
j.H High / Air 3 12 6 16 S 384 45 14 6
j.D All 3 13 Until Grounded 9 After Landing S 384 50 14 6
6P Mid 3 -9 11 7 19 1~4F Upper body
5~12F Above Knees
384 42 14 5
6K Mid 4 -9 16 8 20 S 384 40 20 6
6H Mid 4 -16 23 5 30 S 384 80 20 6
2D Low 3 -2 12 5 14 384 35 14 6
5D High 4 +1 27 2(2)2(2)2 8 Initial: 80% 384 30 20 20

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 96250 0 +37 1 Forced: 65% 0,480 0,60 NA 6,0
Air Throw Air Throw: 201250 0 1 Forced: 65% 0,480 0,70 NA 6,0
DAA All 2 -9 13 5 18 1~17 Full
18~32 Throw
Initial: 50% -5000 / 264 35 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
623H Unblockable Hit Grab 0,4×3 +14 12 2 21 200 / 0,600×2,2400 0,15×2,40 NA 8,6×3
Heat Knuckle > 63214H 4 +53 0 / 1440 90 NA 6
236P High / Air 2 -4 24 8 8 1~39 Lower Body 150 / 360 50 10 7
214P High / Air 4 +4 25 9 6 1~39 Lower Body 150 / 360 50 20 6
236S Low[Unblockable] 4[4] -11 25[29] 2[1] Total 54 1-16 Above Knees 200 / 360 40[0] 20 [NA] 6
[4]6H Mid 4 -16 18[31] 2 33 1~Super Armor 375 / 720 60 20 6
Hammer Fall > P Total 15
63214S Mid 3 +2 19 3 12 4~18 Reflect 150 / 600 40 14 6
63214[S] Mid 3 +2 19~36 3 12 4~9 Reflect
1~9 after release Reflect
150 / 600 40 14 6
Reflect Projectile All 2 2 150 Total 22 1~22 Strike 0 / 120 16 10 7
632146P Ground Throw: 308000 0 +62 3 Total 40 1~2 Throw
3~5 All
Forced: 50% 0 / 1440 0,150,0 NA 6,0,15
214K Mid 2 -6 25 15 18 1~39 Above Knees Forced: 80% 200 / 600 48 10 7
j.41236H Mid 4 13 Until Landing 29 240 / 720 0,60 20 7,6

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236S Unblockable 4 +56 10+1 15 10 1~12 Full
13~25 Throw & Upper Body
-5000 / 0 0,170,0
[0,212,0]
NA 6
632146H Mid 4 ±0 9+8 60 Total 50 1~9 Full -5000 / 0 30 20 10
Giganter Kai > 4123641236P Mid 4 -22 49 24 17 -5000 / 0 145 20 10

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H Throw: 230000 0 9+8
[5+6]
3 62 DESTROY NA 6

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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