GGACR/Potemkin/Frame Data

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System Data[edit]

Defense Modifier: x 0.87
Guts Rating: 4
Stun Resistance: 80
Prejump: 5
Backdash Time: 21
Backdash Invincibility: 1-20
Wakeup (Face Up/Down): 52 / 50

Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
5P 11 1.44 3 8 1 Mid CSJR 5 5 6 -1
  • Untechable for 13F
5K 22 2.64 8 7 3 Low SJR 7 9 9 -4
  • Initial prorate 90%
c.S 40 2.64 10 7 3 Mid SJR 9 3 11 0
f.S 36 2.64 10 7 3 Mid SJR 12 7 18 -11
5H 58 3.84 20 6 5 Mid SR 15 7 16 -4
6P 35 3.84 14 6 4 Mid SJR 13 7 19 -9
  • Upper body invincible 1~4F
  • Above knees invincible 5~14F
  • Floats opponent on CH (untechable for 50F)
  • Initial prorate 90%
6K 40 3.84 15 6 5 High SJR 18 3 20 -4
  • Initial prorate 85%
  • Throw invincible 1~15F
6H 90 3.84 20 6 5 Mid SRF 23 5 30 -11
  • 50% initial prorate
  • Wall bounce opponent on hit (untechable for 28F)
  • Blockstun 23F
  • Dizzy modifier x0.75
  • FRC timing 20~21F
5D 30 3.84 15 20 5 High R 31 10 6 +3
  • Potemkin is in CH state during move
2P 12 1.44 3 8 1 Low SR 9 4 8 -2
  • Initial prorate 80%
2K 16 2.64 5 7 2 Low SR 7 4 14 -6
  • Initial prorate 90%
2S 36 3.84 14 9 4 Mid SR 13 3 16 -2
  • Pulls in opponent on hit or block
  • Pulls in and staggers opponent on ground CH (max 43F)
2H 66 3.84 20 6 5 Mid SRF 13 5 35 -21
  • Floats opponent on hit (untechable for 30F)
  • Dizzy modifier x1.25
  • FRC timing 13~15F
2D 35 3.84 11 6 3 Low SR 12 5 14 -2
  • Forced prorate 80%
j.P 18 1.44 3 8 1 High, Air CR 5 9 6 -
j.K 22 2.64 10 7 3 High, Air JR 9 8 13 -
j.S 32 2.64 10 7 3 High, Air R 14 6 23 -
  • Ground bounces opponent fully untechable on ground CH
  • Slams down opponent on air hit (untechable for 25F)
  • Ground bounces opponent on air CH (untechable for 60F)
j.H 40 3.84 14 6 4 High, Air SR 11 6 16 -
j.D 45 3.84 14 6 4 High, Air R 11 till landing 8 after landing -
  • Slams down opponent on air hit (untechable for 40F)
  • Potemkin is in crouching state during landing recovery
  • Can change angle of descent by holding left/right

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground Throw 45,30 4.00 - 6,0 - 55 pixels F - - - -
  • Floats opponent and fully untechable on hit
  • 1st hit has forced prorate 50%
  • FRC timing 40~44F (frames 11~15 after tossing the opponent)
Air Throw 70 4.00 - 6 - 104 dots - - - - -
  • Slams down opponent on hit (untechable for 32F)
  • Forced prorate 50%
DAA 35 2.64 10 7 3 All R 13 20 3 -9
  • Fully invincible 1~17F
  • Throw invincible 18~32F
  • Potemkin is in CH state 18~35F
  • Knocks down opponent on hit
  • Forced prorate 50%

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Mega Fist Forward
236P
50 1.50/3.60 6 7 3 High, Air RF 25 8 0+13 after landing -9
  • Knocks down opponent on hit
  • Lower body invincible from 1F onwards
  • Potemkin is airborne from 4F onwards
  • Level 2 attack on block
  • FRC timing 16~17F and 25~26F
Mega Fist Backward
214P
50 1.00/3.60 20 6 5 High, Air RF 25 9 0+6 after landing +4
  • Knocks down opponent on hit
  • Lower body invincible from 1F onwards
  • Potemkin is airborne from 5F onwards
  • Staggers opponent on ground CH (max 47F)
  • FRC timing 25~26F and 28~29F
Slide Head
236S
40,0 2.00/3.60 15,- 6 5 Low, unblockable RF 23 2(2)1 25 -11
  • Above knees invincible 1~16F and 26~35F
  • Knocks down standing or crouching opponents
  • Followups are treated as OTG
  • 1st hit has initial prorate 90%
  • 2nd hit (quake) has Hitstop 0, Startup 27
  • Max of one hit
  • FRC timing 26~28F
Hammer Fall
[4]6H
60 1.00/9.60 20 6 4 Mid RF 19~35 2 27 -18
  • Knocks down opponent on ground hit (untechable for 22F)
  • Must charge back for 30F to perform Hammer Fall
  • Startup varies with distance from opponent
  • FRC timing 1F after Active
  • Can cancel into Hammer Fall Break from 2F until 9F before the end of Startup
  • Gains super armor that can absorb one (non-super) hit for half damage from 1F until 1st active frame
Hammer Fall Break
Hammer Fall > P
- - - - - - F - - Total: 15F -
  • Fastest possible Hammer Fall Break completes in 16F
  • FRC timing 3~10F
F.D.B.
63214S
40 1.50/6.00 14 6 4 All R 21 3 12 +2
  • Staggers opponent on ground hit (max 65F)
  • Wall sticks opponent on CH (untechable for 88F, sticks for 28F)
  • Can reflect projectiles from 4~14F
  • On successful reflect creates projectile (See F.D.B. Reflect)
F.D.B. Reflect
  • Strike invincible during recovery
  • Staggers opponent on ground hit (max: 35F)
  • Untechable for 60F
  • Continues even on contact with other projectiles; destroys most other projectiles on contact
Potemkin Buster
632146P
160 -/12.00 - 6 - 176 pixels - 3 1 - -
  • Fully invincible 3~5F
  • Throw invincible 1~16F
  • On whiff, recovery is 40F total
  • Dizzy modifier x0.5
  • Forced proration 75%
  • Has 12F afterwards to follow-up attack
Heat Knuckle
623H
0, 15x2, 40 2.00/0.00,6.00x2,24.00 - 8,6x3 1,5x3 Unblockable, Fx3 RF 14 1 22 -
  • Can only hit airborne opponents
  • 1st-3rd hits fully untechable
  • 4th hit floats opponent on hit (untechable for 45F)
  • Can input motion for followup Heat Extend for 50F after Potemkin grabs them (visually, you have until the 3rd hit)
  • 1st hit can be SBed
  • FRC timing 24~25F on whiff only
Heat Extend
Heat Knuckle > 63214H
95 -/19.20 - 6 5 F R - - - -
  • Blows away and floats opponent on hit (untechable for 80F)

Force Breaks[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Judge Gauntlet
63214D
85 - 20 6 5 Mid R 28 [10] 6 28 -15
  • Ground bounces opponent on hit (ground hit untechable for 38F)
  • Initial prorate 85%
  • Potemkin absorbs enemy attacks between 2~28F
  • If Potemkin gets hit between 2~23F, then he goes into endurance stance immediately
  • If Potemkin gets hit between 24~28F, then he attacks immediately
  • Attack starts 10F after the start of endurance stance (geting hit again resets the 10F startup)
  • Potemkin immediately attacks after getting hit 7+ times while in endurance stance
  • Potemkin takes half damage while absorbing hits
  • Potemkin cannot absorb supers
  • Can input P to cancel between 6~24F. Cancel animation is 14F.
Aerial Potemkin Buster
j.632146D
0,140 - - 6,0 5 F RF 5 1 12 after landing -
  • Knocks down opponent on hit
  • Potemkin is in CH state till landing
  • Potemkin is in crouching state during landing recovery
  • 2nd hit has forced prorate 75%
  • On hit, Potemkin jumps in the direction opposite to the direction he was originally travelling
  • Can RC only if blocked
  • FRC timing 9~11F after throw

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Giganter
632146H
45 - 20 6 5 All - 9+8 48 total 41 +9
  • Fully invincible 1~9F
  • Strike invincible 10~16F
  • Staggers opponent on ground hit (max 55F)
  • Untechable for 75F
  • Dizzy modifier x3
  • Can cancel into Gigantic Bullet from 16~29F
  • Shield destroys most other projectiles on contact
  • Shield always goes active on successful input
Gigantic Bullet
Giganter > 4123641236P
126 - 20 6 5 Mid R 51 24 14 -19
  • Wall bounces opponent on hit (untechable for 60F)
  • Dizzy modifier x0
Heavenly Potemkin Buster
236236S
170 - - 6 - - - 12+1 15 10 -
  • Fully invincible 1~12F
  • Upper body invincible 13~27F
  • Potemkin is airborne from 13F onwards
  • Knocks down opponent on hit
  • Dizzy modifier x0.5

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Magnum Opera
in IK Mode: 236236H
Fatal - 20 - - All - 11+6 12 16 -9
  • IK Mode activation: 68F
  • Above kneeds invincible during IK Mode activation 9~60F
  • Strike invincible 9~28F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - - - - Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - - - 2D Jump, Sp
c.S - - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 2H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D Sp
6H - - - - - Sp
D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - - Jump, Sp
j.S j.P - - j.H j.D Sp
j.H - - - - Sp
j.D - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/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 XX Accent Core Plus Re
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