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GGXRD-R Potemkin Portrait.png
Defense Modifier: x0.94

Guts Rating: 3
Weight: [94] Super Heavy
Stun Resistance: 80
Prejump: 5F
Backdash Time 21F / Invul: 1-20F
Wakeup (Face Up/Down): 24F / 22F

Movement Options
Double Jump, Hammerfall (armored movement special)


Potemkin is Guilty Gear's mainstay grappler. Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punish their reaction or lack thereof.

Lore: He was a former slave in the empire of Zepp, and was a supporter of the democratic revolution that took place. He is currently a member of Zepp's elite presidential guard. Despite his appearance, Potemkin is actually a very intelligent calculating individual who dislikes fighting, only doing it when absolutely necessary. He is also generally kind to others, and is capable of keeping his patience even when the person he's speaking to isn't being necessarily friendly.
Voice: Takashi Kondou
GGXRD-R2 Potemkin Icon.png Potemkin uses short blockstrings combined with approaching moves like Hammerfall to overwhelm and confuse his opponent into making a mistake, then punish their reaction or lack thereof.
Pros Cons
  • Long-range normals with relatively high single-hit damage.
  • Extremely Fast command grab with great range.
  • Damaging conversions off corner hits or Potemkin Buster.
  • Above average stun output. Can easily stun Dizzy and Raven off of one counterhit 6H.
  • Highly invincible backdash.
  • The highest effective health in the game. Potemkin has a defense modifier of 0.93.
  • The highest stun resistance in the game. Potemkin is practically impossible to stun.
  • Hammerfall > YRC > Potemkin Buster.
  • F.D.B and Slidehead allow Potemkin to deal with zoning.
  • Very poor mobility. Makes approaching very difficult.
  • Few options for dealing with opponent's pressure.
  • Very long startup on most normals.
  • Big hurtbox which extends further during most normals.
  • Very situational overdrives.
  • 5f jump startup.

Normal Moves[edit]

GGXRD Potemkin 5P.png
Excuse me, gotta scrath my nose
Damage Guard Startup Active Recovery Frame Adv.
11 Mid 5 5 6 1

A reasonably fast jab. In Xrd, the punching animation is much higher than previous games, causing it to whiff on crouchers. Because of this, and 2P's improved speed, 5P is probably best used as an anti-air, or whiffing to set up a Potemkin Buster.

GGXRD Potemkin 5K.png
Damage Guard Startup Active Recovery Frame Adv.
22 Low 10 9 9 -4

A subtle step-kick. Hits low, and has lots of active frames to work with, making it really easy to hit meaty on oki.

GGXRD Potemkin cS.png
Damage Guard Startup Active Recovery Frame Adv.
40 Mid 8 3 11 -1

Potemkin's close Slash is reasonably well-suited to its task, with acceptable startup and good active frames. Commonly used as combo filler, after a 5P/2P or jump-in. Leads into all of his combo-extending attacks like f.S, 2S, 6K, etc. Can also be jump-canceled into basic air combos ending in ICPM. Can also be used to setup tick grabs.

GGXRD Potemkin fS.png
Damage Guard Startup Active Recovery Frame Adv.
36 Mid 11 7 18 -11

A long-range poke with a slight upward angle. Slow startup and recovery, but good range and follow-up options. Use it to control space, stop jump-outs, halt IADs, or to setup tricks like canceling into Slide Head or approaching with Hammerfall.

GGXRD Potemkin 5H.png
Damage Guard Startup Active Recovery Frame Adv.
55 Mid 15 7 16 -4

A long horizontal chop, reaching over a good portion of the screen. Can be used to keep opponents honest at range, or to keep them blocking so you can approach with Hammerfall. Close hit guarantees hammerfall follow up. On CH you can follow up with hammerfall from any range, keep in mind that hammerfall has a tendency to whiff if you do it from absolute max range or around mid range of CH 5H hit.

GGXRD Potemkin 6P.png
Praying it counter hits
Damage Guard Startup Active Recovery Frame Adv.
42 Mid 11 7 19 -9

Your go-to anti-air. Potemkin sits down and claps his big metal hands in front of his face. It has impressive upper-body invulnerability and a sizable hitbox, which is good because this attack is really only any good when it counter hits, allowing you to follow-up with things like 5S/5H > Heat, j.P > j.K > j.S > ICPM or 6k loops in corner etc. Without a counter hit, the poor recovery and lack of cancel options means you cannot do any guaranteed follow ups.

Upper body invuln frames 1~22.

GGXRD Potemkin 6K.png
Damage Guard Startup Active Recovery Frame Adv.
40 Mid 16 8 20 -9

A lunging shoulder tackle. Potemkin clears a surprising amount of space in a short amount of time with this move, and it has enough blockstun to make canceling it into Hammerfall Brake positive on block. Speaking of which, get used to canceling this into Hammerfall Brake, because you'll be doing it a lot for pressure and combos alike.

  • On air hit, causes approximately 36f of wallsplat.

GGXRD Potemkin 6H.png
Damage Guard Startup Active Recovery Frame Adv.
80 Mid 23 5 30 -16

Potemkin rears back, then throws his upper body forward with a massive double punch. His longest reaching normal, and also his most damaging. Good as a combo starter in the corner, but mostly you'll use it to cover screen space and assert dominance, forcing your opponent to block while you approach with Hammerfall or go for a Slide Head.

  • On hit, blows the opponent backwards. Grounded hits float upward slightly in addition to this.
  • Counter hit blows opponent away and causes them to tumble on the ground for XX frames. The opponent is treated as airborne for followups.
GGXRD Potemkin 5D.png
Damage Guard Startup Active Recovery Frame Adv.
30 High 27 2(2)2(2)2 8 +1

Potemkin throws out an angled backhand and shakes it like Bruce Lee. Now his only overhead normal since 6K's overhaul. Slow startup and obvious animation make it difficult to use in pressure, but the available followups on homing jumps and dashes alike make it worth trying occasionally. At least when they do block it, it's in your favor. Midscreen, go for a homing jump into j.H > j.H > jc > j.S > j.H > ICPM. Corner, go for a homing dash into a 2H > 2H > HFB > 6H > Trishula > 6K > Trishula > j.K > jc > j.H > ICPM, or 2H > 2H > HFB > 6H > HFB > 2S/6K loops depending on character (See below for more combo options and notation.

A trick you can do with the move to make it less obvious is to Trishula > YRC > 5D to hide the orange animation

80% initial prorate.

GGXRD Potemkin 2P.png
Damage Guard Startup Active Recovery Frame Adv.
12 Mid 6 4 6 ±0

Potemkin kneels down and pokes forward with both arms at an angle. Short reach and low hitbox, but decent speed and cancel options. The new go-to poke against over 5P for grounded opponents, due to the height difference.

GGXRD Potemkin 2K.png
Damage Guard Startup Active Recovery Frame Adv.
16 Low 7 4 14 -6

Potemkin swings his arms back and extends his leg for a mid-range kick. Faster than 5K and better range, making it more desirable in neutral while 5K remains preferable for oki. Cancels into slash attacks, but unfortunately 2S won't combo, so you need to be relatively close to get good followups like c.S/f.S > 2S > etc.

GGXRD Potemkin 2S.png
Damage Guard Startup Active Recovery Frame Adv.
36 Mid 14 3 20 -6

A crouching back-hand swing with great reach. Unfortunately it lost its vacuum effect from AC, but 6K's ability to close the distance makes up for this somewhat. Primarily grounded combo filler now, though smart use can net you big damage since it causes stagger on counter hit.

GGXRD Potemkin 2H.png
Damage Guard Startup Active Recovery Frame Adv.
60 Mid 13 5 35 -21

Potemkin thrusts his fist way into the air with a beefy uppercut. Controls a massive amount of vertical space. Substantial untechable time on regular hit, but it really shines on counter-hit, preventing the opponent from teching at all until they hit the dirt, allowing for massive damage potential.

GGXRD Potemkin 2D.png
Damage Guard Startup Active Recovery Frame Adv.
35 Low 12 5 14 -2

Potemkin turns on his heel to deliver a long-range sweep. Low, with decent startup considering its reach. Though negative on block, its range means you're unlikely to be punished even up close, and gives it some viability as a tick grab setup. Can also be used on oki when you're too far away for 5K but still want to tag the opponent with a low. But in general you're better off only using this on grounded combos for the knockdown, and sticking with Hammerfall cancels for pressure.

GGXRD Potemkin jP.png
Damage Guard Startup Active Recovery Frame Adv.
18 High / Air 7 6 6 -

A quick elbow jab. Potemkin bunches up into a ball for this one, shrinking his hurtbox somewhat, but not enough to make a huge difference. Cancels into itself and all his other aerial attacks, and is a good choice for air-to-air combat. If the opponent blocks, keep pressing it until you both land and you can set up pressure or go straight for a grab. Additionally, since j.S gatlings back into j.P, you can use j.S as a jump-in, cancel into j.P if they block, then use the reduced blockstun to put them into a Buster (or bait their escape attempt!).

GGXRD Potemkin jK.png
Damage Guard Startup Active Recovery Frame Adv.
24 High / Air 10 8 13 -

A Mario-esque jumping kick. Also like Mario, Potemkin can bounce off his opponents with this, since it's his only aerial attack that can be jump canceled. Since it has hitboxes on both feet, it can be used for ambiguous crossups on oki or after double-jumps.

GGXRD Potemkin jS.png
Damage Guard Startup Active Recovery Frame Adv.
36 High / Air 13 6 23 -

An overhead hammer swing with both fists. Covers a good amount of space, going from slightly above to well below Potemkin as the active frames complete. Desirable as a jump-in for its hitbox, its ability to cancel into j.P for grab setups, and the fact that it staggers grounded opponents on counter hit, allowing combos directly into Potemkin Buster (or anything else you might want to try). Air counter hits provide pretty decent untechable time, allowing you to combo into Heat Knuckle after landing, depending on the height.

GGXRD Potemkin jH.png
Damage Guard Startup Active Recovery Frame Adv.
45 High / Air 12 6 16 -

Potemkin crosses his arms in front of him for a body splash. Massive horizontal hurtbox, hitting on both sides of his center line. The legs hit lower than the arms, making its usefulness as a jump-in dependent entirely on how ambiguous you can make it as a crossup. Can be canceled into ICPM, but only combos at certain heights.

GGXRD Potemkin jD.png
The forbidden zeppian butt-crush
Damage Guard Startup Active Recovery Frame Adv.
50 All 13 Until Grounded 9 After Landing -

Potemkin thrusts his arms out, hovering in the air briefly, then drops to the ground butt-first. His extended arms drastically widen his hurtbox, but his butt isn't part of it, making it more likely to clash than be anti-aired cleanly. Knocks down on ground hit, slams down on air hit, ground bounce on counterhit that can be followed up if you hit it high up in the air or RRC it. Can be blocked while crouching.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Potemkin GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0,60 Ground Throw: 96250 1 - - +37

Potemkin channels his former self, and scoops his opponent up over his head, then slams them down like a ragdoll in front of him. This replaces his old over-the-shoulder throw, and comes with a few advantages in comparison. First and foremost, it keeps them much closer, and Potemkin recovers in time to attempt oki. Secondly, he now throws the opponent in the same direction as the lever is pressed, meaning he can more easily throw the opponent into the corner while on defense. These benefits come at a cost, and that's virtually no combo options. Can be followed in midscreen with RC 2H>HFB>sj j.P>j.K>j.S>ICPM, and in corner RRC>6K>HFB 4x>trishula>6k>trishula>j.K JC j.H>ICPM

Has 65% forced prorate.

Air Throw[edit]
Air Throw
GGXRD Potemkin AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0,70 Air Throw: 201250 1 - - -

Potemkin snatches up the opponent and plays whack-a-mole with their head, slamming them sharply to the ground. You can RC and follow up with a j.D for more damage and longer knockdown.

Has 65% forced prorate.

Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Potemkin 5D.png
Damage Guard Startup Active Recovery Frame Adv.
35 All 13 5 18 -9

The same animation of 5D, it wall bounces but unlike #R you cannot combo off it. Pretty generic mid hitting DA, has a dead zone up close.

  • Fully invuln frames 1~17, throw invuln frames 18~32.
  • CH recovery state.

Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Potemkin BlitzAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Special Moves[edit]

Heat Knuckle[edit]
Heat Knuckle
GGXRD Potemkin HeatKnuckle.png
Heat Knuckle
GGXRD Potemkin HeatExtend.png
Heat... Extend!
Version Damage Guard Startup Active Recovery Frame Adv.
Heat Knuckle
0,15×2,40 Unblockable Hit Grab 12 2 21 +14
Heat Extend
90 - - - - +53

Heat Knuckle is Potemkin's anti-air grab. He reaches his hand up at about a 45-degree angle, and if the opponent is caught, they're locked into his hand to be set on fire. After three hits, they get blown away. In the corner, Potemkin can actually grab them with another Heat Knuckle if he's still close enough.

Heat Extend is a follow-up to Heat Knuckle, in which Potemkin channels energy into his gauntlet, then blows the opponent away with a large explosion. This adds a big chunk of damage to Heat Extend, and sends the opponent farther away, though they can still tech before they hit the ground.

Since Heat Knuckle always sends the opponent away, there's no reason not to use Heat Extend except in rare instances where you can combo Heat Knuckle into itself.

236P or 214P
GGXRD Potemkin Megafist.png
Version Damage Guard Startup Active Recovery Frame Adv.
50 High / Air 24 8 8 -4
50 High / Air 25 9 6 +4

Potemkin leaps forward or backward with a heavy double-punch. Though he isn't airborne immediately, he does get some lower body invulnerability from frame 1.

Forward Mega Fist has some use as an approach, especially if YRC'd, but is very unsafe on block (guaranteed throw up close) and not even that useful on hit unless its CH or you RRC it. Meanwhile, Backwards Mega Fist is plus on block, staggers on counter hit, and has more active frames. However, this doesn't mean you can't use Forward Mega Fist in pressure, properly spaced it is good way to advance and stuff certain moves. During Danger Time mega fist becomes a lot better, since it's relatively fast overhead and leads to dust on hit.

Forward: Lower body invuln frames 1~39, airborne from frame 3 onward. Backward: Lower body invuln frames 1~39, airborne from frame 5 onward.

Slide Head[edit]
Slide Head
GGXRD Potemkin SlideHead.png
Only the shockwave is unblockable
Damage Guard Startup Active Recovery Frame Adv.
40[0] Low[Unblockable] 25[29] 2[1] Total 54 -11

Potemkin rears back, then slams his massive body to the ground, creating a shockwave. This attack actually has two stages. The first is Potemkin's actual body, a standard attack that hits low and knocks the opponent down if they don't block it. Once he lands, the shockwave occurs: if the opponent is on the ground when it happens, they get knocked down. In both cases, the opponent is knocked down for considerably longer than usual, giving Potemkin plenty of time to close the distance, if applicable, and set up okizeme. Note, however, that if the first attack connects, even if it's blocked, the shockwave will not occur.

Slide Head has some upper body invincibility as it starts up, which might be enough to get you out of a counter-poke, but don't rely on it too heavily.

There is also a window in which Potemkin can hit the ground and create the shockwave effects, but then YRC before the actual shockwave occurs. Great if you're trying to scare the opponent into jumping.

You can also time Slide Head so that the shockwave hits just as the opponent is getting up. Only a reversal backdash, blitz, or another move with frame-one invuln/airborne state, will save an opponent from this. You can then RC, slowing down time and extending their knockdown animation, giving you time to combo them while they're still airborne and do some big damage.

There are some exceptions to the rules for Slide Head's shockwave. Some characters have dashes that are considered airborne, which allow them to avoid the shockwave simply by dashing forward (I-no, Ramlethal, Dizzy, Johnny, etc). Generally these dashes have obvious effects, like teleportation, or make a distinctive sound when starting up to indicate their unique status.

Hammer Fall[edit]
Hammer Fall
GGXRD Potemkin HammerFall.png
The closest to a dash you'll get
Version Damage Guard Startup Active Recovery Frame Adv.
60 Mid 18[31] 2 33 -16
Hammer Fall > P
- - - - Total 15 -

Potemkin's go-to mobility and pressure tool. He lunges forward on the ground, arms spread, then smashes them together once he's in range of the opponent. He can travel about 3/4 of a screen length like this, and the attack only goes active if the opponent is in range to be hit by it (though, if they're moving at the time, the actual attack portion's startup may still cause it to miss). While traveling forward, Potemkin has a single hit of super armor, which will absorb any attack besides Overdrives for half damage and keep on truckin'.

Unsafe on block, you should be really careful to throw this move out without meter to yrc/rrc. Also has some utility in combos, as it causes float on hit, and has long untechable time in counter hit. Mostly, though, you'll be using it for Hammerfall Brake. By hitting Punch during a Hammerfall, you can make Potemkin come to a sudden stop, so long as the attack hasn't started. This allows you to, for example:

  • Absorb the hit of an obvious attack with long recovery, Brake, and punish.
  • Cancel into Hammerfall during a block string, stop early, and tick grab/punish escape/continue pressure.
  • Create combos by canceling attacks into Hammerfall, Braking, then following up. (Especially common after 2H or cornered 6Ks!)

GGXRD Potemkin FDB.png
GGXRD Potemkin FDB2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Flick 40 Mid 19 3 12 +2

Flick Dat Back! Potemkin kneels down and props his arm up, storing up energy and unleashing it with a quick flick. The flick itself has a massive hitbox, much larger than its animation suggestions, and can stagger opponents on hit or keep you safe on block. Its faster startup compared to previous games creates new opportunities for combos on the ground, especially after 6K.

  • You can hold button to delay flick.
Reflected 16 All 2 150 Total 22 -

While F.D.B. is starting up (frames 4~18), if a projectile attack hits Potemkin, he'll reflect it back with the flick as a screen-filling wave of explosions. This wave eats up other projectiles it meets, and if it hits the opponent on the ground, will cause them to stagger (on air hit they just get floated a bit, but the untech time is still decent). This instant flick also makes Potemkin recovery significantly faster, allowing him to capitalize on this new pressure he's created.

  • If Potemkin reflects a projectile, he becomes strike invuln until he recovers.

Potemkin Buster[edit]
Potemkin Buster
GGXRD Potemkin PotemkinBuster.png
Don't let them see this
GGXRD Potemkin PotemkinBuster2.png
Show them this instead
Damage Guard Startup Active Recovery Frame Adv.
0,150,0 Ground Throw: 308000 3 - Total 40 +62

Potemkin's signature attack, and one of the scariest command grabs in all of fighting games. He pulls the opponent up, hoists them over his head, then leaps into the air and slams them down before throwing them aside. Deals high damage, has deceptively long reach and incredibly fast startup.

If you do have the meter to spend, RC as he throws the opponent away, jump forward and hit j.H late, then follow up on the ground with something like c.S > f.S > Heat Knuckle, or a 6K loop if in the corner.

Throw invulnerable frames 1-2, Full invulnerable 3-5. 50% forced prorate.

GGXRD Potemkin Trishula.png
Damage Guard Startup Active Recovery Frame Adv.
48 Mid 25 15 18 -6

Potemkin's new grounded special move, he hunkers down and trembles briefly before exploding in a pillar of fire. Has high vertical reach, but almost none horizontally. Launches the opponent on hit and also pulls them slightly inward, with time to air combo (usually with superjump j.P > j.K > j.S > ICPM), CH hit near corner grants 6H combo route. Mostly used as combo tool or catching really obvious air approaches. Potemkin is in counter hit state during the moves recovery frames.

Absorbs projectiles while starting up, and has upper body invulnerability to boot.

Invincible above the knees frames 1-39. 80% forced prorate.

GGXRD Potemkin ICPM.png
Damage Guard Startup Active Recovery Frame Adv.
0,60 Mid 13 Until Landing 29 -

Potemkin's new aerial special move, he tightens up as if standing at attention and propels himself through the air in an arc, leaving a trail of smoke in his wake. The move is active until Potemkin hits the ground. If he hits the opponent, they're pinned to his Pickelhaube and are dragged to the ground with him. If he misses, he sticks in the ground himself and is stunned there briefly before recovering, very unsafe on block/whiff.

  • As of 2.10, can combo after on RC

Potemkin gets significant advantage on wakeup against opponents hit by ICPM, which varies based on the opponent's wake-up timing.

  • 20F: Venom
  • 22F: Ky
  • 23F: Potemkin, Bedman
  • 24F: Sol, May, Millia, Zato, Faust, Axl, Ramlethal
  • 25F: Slayer
  • 26F: Elphelt
  • 27F: Leo
  • 29F: Chipp, Sin


Heavenly Potemkin Buster[edit]
Heavenly Potemkin Buster
GGXRD Potemkin HeavenlyPotemkinBuster.png
GGXRD Potemkin HeavenlyPotemkinBuster2.png
GGXRD Potemkin HeavenlyPotemkinBuster3.png
Damage Guard Startup Active Recovery Frame Adv.
Unblockable 10+1 15 10 +56

Another anti-air grab. This time, Potemkin launches his entire body upward at about a 45-degree angle. If he catches the opponent, a cinematic plays in which he rotates up and presses the opponent to his shoulders, cuing a pan over the opponent's terrified/bemused/enraged face, before rotating back to normal and smashing them back to the ground. Does good damage, and is easy to connect after virtually any ground-to-air hit, making it a reliable ender. Can also be used to punish teching or jump-outs. Corner HPB>RRC>6H>xx leads to huge ammounts of damage.

Fully invuln frames 1-12. Throw invincible for duration.

Giganter EX[edit]
Giganter EX
GGXRD Potemkin GiganterEX.png
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 9+8 60 Total 50 ±0

Potemkin rips the air apart like Hulk Hogan's tanktop, creating a field of energy that slowly floats forward. This wave of energy absorbs other projectiles that hit it, and if it hits the opponent it staggers them (if grounded) or puts them in a slow float with long untechable time (if airborne). In both instances, Potemkin is afforded plenty of time to follow up for big damage. Since it's a projectile, he isn't pushed back by the attack connecting, allowing him to make some interesting combos in the corner. In addition, the energy wave has a very high stun modifier, making it easier to dizzy the opponent.

Fully invuln frames 1-9.

Gigantic Blid EX[edit]
Gigantic Blid EX
Giganter EX > 4123641236P
GGXRD Potemkin GiganticBlidEX.png
Damage Guard Startup Active Recovery Frame Adv.
145 Mid 49 24 17 -22

The follow-up to Giganter. Holographic alerts fill the air around Potemkin as he bends forward, extending his body mechanically before rapidly launching himself forward. Does massive damage and blows the opponent away on hit with substantial untechable time. Unlike Giganter itself, however, it has a 0x stun modifier, so its damage isn't counted at all when determining dizzy state for the opponent. This makes the choice to use Blid an interesting one: do you go for the upfront damage and potential follow-up damage, or go for the dizzy and reset into an even more damaging combo?

The core factor for deciding which to use is your opponent's current healthbar - the more health they have, the more you'll want to favor going for dizzy. Positioning matters as well, since Blid only offers the opportunity to follow up if you're in or very near the corner.

Instant Kill[edit]

Infernal Tour
in IK mode: 236236H
GGXRD Potemkin InfernalTour.png
GGXRD Potemkin InfernalTour2.png
GGXRD Potemkin InfernalTour3.png
Damage Guard Startup Active Recovery Frame Adv.
DESTROY Throw: 230000 9+8
3 62 -
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension

Cannot be re-blitzed like other IK's. Much cooler than Magnum Opera.


54% complete
Page Status Completion Score
Overview TODO:colors, unique mechanics, hitboxes, misc info (FDB) 9/24
Combos TODO: add moves to notation guide, add character specific information, theory, and update existing combos 1/10
Okizeme 0/10
Strategy 0/12
Frame Data 44/44

For a list of criteria for appraising character pages see this page.


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Potemkin/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear Xrd REV 2e
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc