Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
System Data
Potemkin | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
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×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 | ||||
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5P | ||||||||||
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5K | ||||||||||
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c.S | ||||||||||
f.S | ||||||||||
5H | ||||||||||
6P | ||||||||||
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6K | ||||||||||
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6H | ||||||||||
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5D | ||||||||||
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2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
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2H | ||||||||||
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2D | ||||||||||
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j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
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j.H | ||||||||||
j.D | ||||||||||
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Universal Mechanics
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 | ||||
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Mega Fist Forward 236P | ||||||||||
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Mega Fist Backward 214P | ||||||||||
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Slide Head 236S | ||||||||||
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Hammer Fall [4]6H | ||||||||||
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Hammer Fall Break Hammer Fall > P | ||||||||||
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F.D.B. 63214S | ||||||||||
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F.D.B. Reflect | ||||||||||
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Potemkin Buster 632146P | ||||||||||
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Heat Knuckle 623H | ||||||||||
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Heat Extend Heat Knuckle > 63214H | ||||||||||
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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 | |||
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Judge Gauntlet 63214D | ||||||||||
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Aerial Potemkin Buster j.632146D | ||||||||||
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Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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