GGACR/Potemkin/Frame Data

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< GGACR‎ | Potemkin
Revision as of 20:56, 5 April 2021 by Triplicity (talk | contribs) (→‎Gatling Table: Correcting whiff gatlings)

System Data


Normals

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


  • Untechable for 13F
5K


  • Initial prorate 90%
c.S


f.S


5H


6P


  • Floats opponent on CH (untechable for 50F)
  • Initial prorate 90%
6K


  • Initial prorate 85%
6H


  • 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


  • 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

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 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


  • Potemkin is in CH state 18~35F
  • Knocks down opponent on hit
  • Forced prorate 50%

Specials

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 Forward
236P


  • 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 Backward
214P


  • 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 Head
236S


  • 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 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 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)
  • On successful reflect creates projectile (See F.D.B. Reflect)
F.D.B. Reflect


  • 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


  • 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

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 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

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.
Giganter
632146H


  • 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


  • Potemkin is airborne from 13F onwards
  • Knocks down opponent on hit
  • Dizzy modifier x0.5

Instant Kill

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 Opera
in IK Mode: 236236H


  • IK Mode activation: 68F
  • Above kneeds invincible during IK Mode activation 9~60F

Gatling Table

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

To edit frame data, edit values in GGACR/Potemkin/Data.