GGACR/Potemkin/Frame Data: Difference between revisions

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==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
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== Normals ==
== Normals ==
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Revision as of 18:55, 18 October 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums    

System Data

GGACR Potemkin Icon.png Potemkin Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Potemkin Portrait.png ×0.87 4 ×1.0 1/5F 80
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
21 1~20F 24F 22F ×0.94
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 5
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
38 20 1.1 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
3.5 49 26 1.1 6.5 6.5
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.2 2.75 3.5 0.3 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 0 2 55 104 170
Special Forwards Dash Unique Movement Options
No Run
No Airdash
Hammer Fall


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
  • Untechable for 13F
5K
  • Initial prorate 90%
c.S
f.S
5H
6P
  • Upper body invincible 1~4F
  • Above knees invincible 5~14F
  • Floats opponent on CH (untechable for 50F)
  • Initial prorate 90%
6K
  • Initial prorate 85%
  • Throw invincible 1~15F
6H
  • 50% initial prorate
  • Wall bounce opponent on hit (untechable for 28F)
  • Blockstun 23F
  • Dizzy modifier x0.75
  • FRC timing 20~21F
5D
  • Potemkin is in CH state during move
2P
  • Initial prorate 80%
2K
  • Initial prorate 90%
2S
  • Pulls in opponent on hit or block
  • Pulls in and staggers opponent on ground CH (max 43F)
2H
  • Floats opponent on hit (untechable for 30F)
  • Dizzy modifier x1.25
  • FRC timing 13~15F
2D
  • Forced prorate 80%
j.P
j.K
j.S
  • 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
j.D
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
  • 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
  • Slams down opponent on hit (untechable for 32F)
  • Forced prorate 50%
DAA
  • Fully invincible 1~17F
  • Throw invincible 18~32F
  • Potemkin is in CH state 18~35F
  • Knocks down opponent on hit
  • Forced prorate 50%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Mega Fist Forward
236P
  • 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
  • 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
  • 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
  • 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
  • Fastest possible Hammer Fall Break completes in 16F
  • FRC timing 3~10F
F.D.B.
63214S
  • 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
  • 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
  • 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
  • Blows away and floats opponent on hit (untechable for 80F)

Force Breaks

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Judge Gauntlet
63214D
  • 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
  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Giganter
632146H
  • 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
  • Wall bounces opponent on hit (untechable for 60F)
  • Dizzy modifier x0
Heavenly Potemkin Buster
236236S
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Magnum Opera
in IK Mode: 236236H
  • IK Mode activation: 68F
  • Above kneeds invincible during IK Mode activation 9~60F
  • Strike invincible 9~28F

Gatling Table

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

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.