GGACR/Potemkin/Frame Data

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System Data[edit]

Defense:x0.87
Guts:4
Weight:Super Heavyweight (x0.94)
Stun Resistance:80
Prejump:5F
Backdash:21F (1~>20F invuln)
Wakeup Time:52F (Face Up) / 50F (Face Down)
Unique Movements:No Run, No Air Dash, Hammer Fall


Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5P GGAC Potemkin 5P.png 11 Mid 5 5 6 -1 - 3 8 1.44 CSJR 1
  • Untechable for 13F
5K GGAC Potemkin 5K.png 22 Low 7 9 9 -4 - 8 7 2.64 SJR 3
  • Initial prorate 90%
c.S GGAC Potemkin cS.png 40 Mid 9 3 11 0 - 10 7 2.64 SJR 3
f.S GGAC Potemkin fS.png 36 Mid 12 7 18 -11 - 10 7 2.64 SJR 3
5H GGAC Potemkin 5H.png 58 Mid 15 7 16 -4 - 20 6 3.84 SR 5
6P GGAC Potemkin 6P.png 35 Mid 13 7 19 -9 1~4F Upper Body
5~14F Above Knees
14 6 3.84 SJR 4
  • Floats opponent on CH (untechable for 50F)
  • Initial prorate 90%
6K GGAC Potemkin 6K.png 40 High 18 3 20 -4 1~15F Throw 15 6 3.84 SJR 5
  • Initial prorate 85%
6H GGAC Potemkin 6H.png 90 Mid 23 5 30 -11 - 20 6 3.84 SRF 5
  • 50% initial prorate
  • Wall bounce opponent on hit (untechable for 28F)
  • Blockstun 23F
  • Dizzy modifier x0.75
  • FRC timing 20~21F
  • Attack Level 6
5D GGAC Potemkin 5D.png 30 High 31 10 6 +3 - 15 20 3.84 R 5
  • Potemkin is in CH state during move
2P GGAC Potemkin 2P.png 12 Low 9 4 8 -2 - 3 8 1.44 SR 1
  • Initial prorate 80%
2K GGAC Potemkin 2K.png 16 Low 7 4 14 -6 - 5 7 2.64 SR 2
  • Initial prorate 90%
2S GGAC Potemkin 2S.png 36 Mid 13 3 16 -2 - 14 9 3.84 SR 4
  • Pulls in opponent on hit or block
  • Pulls in and staggers opponent on ground CH (max 43F)
2H GGAC Potemkin 2H.png 66 Mid 13 5 35 -21 - 20 6 3.84 SRF 5
  • Floats opponent on hit (untechable for 30F)
  • Dizzy modifier x1.25
  • FRC timing 13~15F
2D GGAC Potemkin 2D.png 35 Low 12 5 14 -5 - 11 6 3.84 SR 3
  • Forced prorate 80%
j.P GGAC Potemkin jP.png 18 High/Air 5 9 6 - - 3 8 1.44 CR 1
j.K GGAC Potemkin jK.png 22 High/Air 9 8 13 - - 10 7 2.64 JR 3
j.S GGAC Potemkin jS.png 32 High/Air 14 6 23 - - 10 7 2.64 R 3
  • 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 GGAC Potemkin jH.png 40 High/Air 11 6 16 - - 14 6 3.84 SR 4
j.D GGAC Potemkin jD.png 45 High/Air 11 till landing 8 after landing - - 14 6 3.84 R 4
  • 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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Ground ThrowGGAC Potemkin throw.png 45,30 55 pixels - - - - - - 6,0 4.00 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 GGAC Potemkin airThrow.png 70 104 dots - - - - - - 6 4.00 - -
  • Slams down opponent on hit (untechable for 32F)
  • Forced prorate 50%
DAAGGAC Potemkin 5D.png 35 All 13 20 3 -9 1~17F All
18~32F Throw
10 7 2.64 R 3
  • Potemkin is in CH state 18~35F
  • Knocks down opponent on hit
  • Forced prorate 50%

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Mega Fist ForwardGGAC Potemkin 236P.png
236P
50 High/Air 25 8 0+13 after landing -9 1~Until L Lower Body 6 7 1.50/3.60 RF 3
  • Knocks down opponent on hit
  • Potemkin is airborne from 4F onwards
  • Level 2 attack on block
  • FRC timing 16~17F and 25~26F
Mega Fist BackwardGGAC Potemkin 236P.png
214P
50 High/Air 25 9 0+6 after landing +4 1~Until L Lower Body 20 6 1.00/3.60 RF 5
  • Knocks down opponent on hit
  • Potemkin is airborne from 5F onwards
  • Staggers opponent on ground CH (max 47F)
  • FRC timing 25~26F and 28~29F
Slide HeadGGAC Potemkin 236S.png
236S
40,0 Low, unblockable 23 2(2)1 25 -11 1~16F, 26~35F Above Knees 15,- 6 2.00/3.60 RF 5
  • 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 FallGGAC Potemkin 46H.png
[4]6H
60 Mid 19~35 2 27 -18 1F~1st active frame: Armor 20 6 1.00/9.60 RF 4
  • 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 1~2F, not tied to active frames.
  • 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
Hammer Fall BreakGGAC Potemkin hammerBreak.png
Hammer Fall > P
- - - - Total: 15F - - - - - F -
  • Fastest possible Hammer Fall Break completes in 16F
  • FRC timing 3~10F
F.D.B.GGAC Potemkin 63214S.png
63214S
40 All 21 3 12 +2 4~14F Reflect 14 6 1.50/6.00 R 4
  • Staggers opponent on ground hit (max 65F)
  • Wall sticks opponent on CH (untechable for 88F, sticks for 28F)
  • On successful reflect creates projectile (See F.D.B. Reflect)
F.D.B. Reflect GGAC Potemkin flickBullet.png 16 All 1 - total: 22F - 1~End Strike 0 7 -/1.20 - 3
  • Staggers opponent on ground hit (max: 35F)
  • Untechable for 60F
  • Continues even on contact with other projectiles; destroys most other projectiles on contact
Potemkin BusterGGAC Potemkin 632146P.png
632146P
160 176 pixels 3 1 - - 1~16F Throw
3~5F All
- 6 -/12.00 - -
  • On whiff, recovery is 40F total
  • Dizzy modifier x0.5
  • Forced proration 75%
  • Has 12F afterwards to follow-up attack
Heat KnuckleGGAC Potemkin 623H.png
623H
0, 15x2, 40 Unblockable, Fx3 14 1 22 - - - 8,6x3 2.00/0.00,6.00x2,24.00 RF 1,5x3
  • 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 ExtendGGAC Potemkin 63214H.png
Heat Knuckle > 63214H
95 F - - - - - - 6 -/19.20 R 5
  • Blows away and floats opponent on hit (untechable for 80F)

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Judge GauntletGGAC Potemkin 63214D.png
63214D
85 Mid 28 [10] 6 28 -15 2~28F Armor 20 6 - R 5
  • 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 BusterGGAC Potemkin j632146D.png
j.632146D
0,140 F 5 1 12 after landing - - - 6,0 - RF 5
  • 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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
GiganterGGAC Potemkin 632146H.png
632146H
45 All 9+8 48 total 41 +9 1~9F All
10~16F Strike
20 6 - - 5
  • 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 BulletGGAC Potemkin 4123641236P.png
Giganter > 4123641236P
126 Mid 51 24 14 -19 - 20 6 - R 5
  • Wall bounces opponent on hit (untechable for 60F)
  • Dizzy modifier x0
Heavenly Potemkin BusterGGAC Potemkin 236236S.png
236236S
170 - 12+1 15 10 - 1~12F All
13~27F Upper Body
- 6 - - -
  • Potemkin is airborne from 13F onwards
  • Knocks down opponent on hit
  • Dizzy modifier x0.5

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Magnum OperaGGAC Potemkin IK1.pngGGAC Potemkin IK2.png
in IK Mode: 236236H
Fatal All 11+6 12 16 -9 9~28F Strike 20 - - - -
  • IK Mode activation: 68F
  • Above kneeds invincible during IK Mode activation 9~60F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
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.