GGST/Potemkin/Frame Data

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< GGST‎ | Potemkin

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
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 The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
startup Number of frames for this move to reach its 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 the attacker can act 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 grounded opponent, and that the attacker does not cancel the attack into anything else.

onHit After getting hit by this attack, how soon the attacker can act 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.

riscGain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln Attribute and hitbox invincibility for this move.
prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until landing+19 Until landing+5
Lv.1 12 14 15 11 Until landing+19 Until landing+5
Lv.2 13 16 17 13 Until landing+19 Until landing+5
Lv.3 14 19 20 16 Until landing+19 Until landing+5
Lv.4 15 21 22 18 Until landing+19 Until landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Potemkin -16 3 5 Heavy 24/1~6 strike invuln/1~17 airborne No Run nor Airdash 28.0
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
42 340.1 55 567.6

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 30 All 5 5 6 +1 +4 1 Small 80% 1000 1500
5K 36 Low 10 9 9 -4 -1 2 Small 70% 1125 1000
c.S 45 All 8 4 11 +4 +7 4 Mid 100% 2500 1000
f.S 40 All 12 7 18 -8 -5 3 Mid 90% 2000 1000
5H 60 All 16 5 25 -11 -8 4 Large 90% 2500 1000
5D 50 High 20 8 21 -15 0 2 Mid 80% 1125 3000
5[D] 62 High 28 8 21 -10 SKD +38 4 Mid 100% 1875 1500
2P 26 All 8 4 9 -1 +2 1 Small 80% 1000 1500
2K 30 Low 10 4 14 -4 -1 2 Small 70% 1125 1000
2S 45 All 14 3 18 -4 -1 3 Mid 90% 2000 1000
2H 55 All 13 5 35 -21 SKD (+27) 4 Large 90% 2500 1000
2D 40 Low 13 7 18 -8 KD 3 Large 90% 1500 1000
6P 42 All 11 7 25 -15 SKD (+29) 3 Mid 1 ~ 4F Upper Body
5 ~ 17F Above Knees
90% 2000 1000
6K 45 All 22 5 18 -6 -3 3 Mid 90% 2000 1000
6H 90 All 23 5 29 -15 SKD (+25) 4 Large 90% 2500 1000
j.P 30 High 7 6 6 0 Small 80% 375 1000
j.K 36 High 10 6 15 1 Small 80% 750 1000
j.S 45 High 13 5 23 3 Mid 80% 1500 1000
j.H 55 High 12 4 16 4 Mid 80% 1875 1000
j.D 50 All 13 Until Landing 9 After landing 3 Mid 80% 2000 1000

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
[4]6H Hammer Fall 58 All 18~62 2f 26 -9 SKD (+22) Mid 80% 2500 1000
[4]6H P Hammer Fall Break N/A N/A 27
632146P Potemkin Buster 175 Ground Throw 5 4 37 1 ~ 8F Throw 50% 2500
623H Heat Knuckle 0,8×7,60 Air Guard Crush 12 4 18 +10~+3 KD/Wall Break Very Small 50% 3750 2500
236P Forward Mega Fist 50 High 25 7 16 -6 -2 3 Mid 80% 1500 1000
214P Backward Mega Fist 50 High 25 7 6 +4 +8 3 Mid 80% 1500 1000
2146K~P Mega Fist 80 High 26-27 7 12 -2 +2 3 Mid 80% 1500 1000
236S Slide Head 0 Low (Guard Crush) 29 2 28 0 KD 4 Very Small 80% 375 1000
63214S F.D.B. 55 All 20~37 3 20 -6 KD 3 Mid 4 ~ [19~37F] Reflect 90% 2000 1000
63214[S] F.D.B. (Charged) 75 All 38 3 20 -6 KD 3 Mid 4 ~ 37F Reflect 90% 2000 1000
Reflect Projectile Reflect Projectile 50 All 1 +11 SKD (+46) 3 Very Small 80% 500 1000
214H Garuda Impact 63 All (Guard Crush) 28 11 24 +19 +17~35 Large 90% 2500 2000

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236236S Heavenly Potemkin Buster 220 Air Unblockable 12+0 15 16 N/A KD Very Small 1 ~ 12F Full 100% 1000
632146H Giganter Kai 60 All 10+1 5 17 +100 KD Mid 100% 2500 1000
Mirror Giganter Kai (Barrier) 15×3 All 10+23 464 KD Very Small 100% 100×3 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 90 Ground Throw 2 3 38 N/A HKD +55 50% 2500
Air Throw 90 Air Throw 2 3 Until Landing + 10 N/A KD 50% 2500

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Potemkin 5P.pngGuard:
All
Startup:
5
Recovery:
6
Advantage:
+1
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
5P,2P, 6P 6K - 6H - Special, Super
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
- - - - - Special, Super
5KGGST Potemkin 5K.pngGuard:
Low
Startup:
10
Recovery:
9
Advantage:
-4
6P 6K - 6H 5D, 2D Jump, Special, Super
6KGGST Potemkin 6K.pngGuard:
All
Startup:
22
Recovery:
18
Advantage:
-6
- - - - - Special1, Super
2KGGST Potemkin 2K.pngGuard:
Low
Startup:
10
Recovery:
14
Advantage:
-4
6P 6K - 6H 5D, 2D Special, Super
c.SGGST Potemkin c.S.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
+4
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
- - - 5H, 2H - Special, Super
2SGGST Potemkin 2S.pngGuard:
All
Startup:
14
Recovery:
18
Advantage:
-4
- - - 5H, 2H - Special, Super
5HGGST Potemkin 5H.pngGuard:
All
Startup:
16
Recovery:
25
Advantage:
-11
- - - - - Special, Super
2HGGST Potemkin 2H.pngGuard:
All
Startup:
13
Recovery:
35
Advantage:
-21
- - - - - Special, Super
6HGGST Potemkin 6H.pngGuard:
All
Startup:
23
Recovery:
29
Advantage:
-15
- - - - - Special, Super
5DGGST Potemkin 5D.pngGuard:
High
Startup:
20
Recovery:
21
Advantage:
-15
- - - - - -
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
18
Advantage:
-8
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Potemkin j.P.pngGuard:
High
Startup:
7
Recovery:
6
Advantage:
j.P - - - - -
j.KGGST Potemkin j.K.pngGuard:
High
Startup:
10
Recovery:
15
Advantage:
- - - - j.D Jump
j.SGGST Potemkin j.S.pngGuard:
High
Startup:
13
Recovery:
23
Advantage:
- - - j.H j.D Jump
j.HGGST Potemkin j.H.pngGuard:
High
Startup:
12
Recovery:
16
Advantage:
- - - - j.D Jump
j.DGGST Potemkin j.D.pngGuard:
All
Startup:
13
Recovery:
9 After landing
Advantage:
- - - - - Jump
X = X is available on hit or block
1: Also can be Kara Cancelled

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