GGST/Potemkin/Frame Data

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< GGST‎ | Potemkin



Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this move. Values in ( ) are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
On-Block After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else.

On-Hit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
Counter Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
R.I.S.C. Loss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
Input Tension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Potemkin -16 3 28.0 5 24 1-6F 1-17F Hammer Fall, No Run, No Airdash
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
42 55 340.1 567.6


Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 30 All 5 5 6 +1 +4 1 Small 80% 1000 1500
5K 36 Low 10 9 9 -4 -1 2 Small 70% 1125 1000
c.S 45 All 8 4 11 +4 +7 4 Mid 100% 2500 1000
f.S 40 All 12 7 18 -8 -5 3 Mid 90% 2000 1000
5H 60 All 16 5 25 -11 -8 4 Large 90% 2500 1000
5D 50 High 20 8 21 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 62 High 28 8 21 -10 KD +36 4 Mid 100% 1875 1500 [1000]
2P 26 All 8 4 9 -1 +2 1 Small 80% 1000 1500
2K 30 Low 10 4 14 -4 -1 2 Small 70% 1125 1000
2S 45 All 14 3 18 -4 -1 3 Mid 90% 2000 1000
2H 55 All 13 5 35 -21 KD +26 4 Large 90% 2500 1000
2D 40 Low 13 7 18 -8 HKD +45 3 Large 90% 1500 1000
6P 42 All 11 7 25 -15 KD +17 3 Mid 1-3 Upper Body
4-17 Above Knees
90% 2000 1000
6K 45 All 22 5 18 -6 -3 3 Mid 90% 2000 1000
6H 90 All 23 5 29 -15 KD +34 4 Large 90% 2500 1000
j.P 30 High 7 6 6 +6 (Min. height) +9 (Min. height) 0 Small 80% 375 1000
j.K 36 High 10 6 15 +8 (Min. height) +11 (Min. height) 1 Small 80% 750 1000
j.S 45 High 13 5 23 +13 (Min. height) +16 (Min. height) 3 Mid 80% 1500 1000
j.H 55 High 12 4 16 +15 (Min. height) +18 (Min. height) 4 Mid 80% 1875 1000
j.D 50 All 13 Until Landing 9 After landing +1 (IAS) +4 (IAS) 3 Mid 80% 2000 1000

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
[4]6H Hammer Fall 58 All 18~62 2 26 -9 SKD +18 4 Mid 1 Hit Armor 5~61f 80% 2500 1000
[4]6H P Hammer Fall Break N/A N/A 27
632146P Potemkin Buster 175 Ground Throw 5 4 37 HKD +55 1-8F Throw 50% 2500
623H Heat Knuckle 0,8×7,60 Air Guard Crush 12 4 18 +10~+3 HKD +60 Very Small 50% 3750 2500
236P Forward Mega Fist 50 High 25 7 16 -6 KD +30 3 Mid Airborne 3F, Below Chest 3F 80% 1500 1000
214P Backward Mega Fist 50 High 25 7 6 +4 +8 3 Mid Airborne 3F, Below Chest 2F 80% 1500 1000
2146K~P Mega Fist 80 High 25~27 7 12 -2 +2 3 Mid Airborne 3f, Below Chest 2f 80% 1500 1000
236S Slide Head 0 Low 29 2 24 0 HKD +56 4 Very Small 1 Hit Armor 5-28F 80% 375 1000
63214S F.D.B. 55 All 18~36 4 19 -6 HKD +53 3 Mid Projectile Reflection 4-[17~35F] 90% 2000 1000
63214[S] F.D.B. (Charged) 75 All 36 4 19 -6 HKD +62 3 Mid Projectile Reflection 4~35F 90% 2000 1000
Reflect Projectile Reflect Projectile 50 All 1 +11 KD +44 3 Very Small 80% 500 1000
214H Garuda Impact 63 All (Guard Crush) 28 11 24 +19 Stagger +25 Large 90% 2500 2000
41236H Heat Tackle 60 All 12 20 36 -37 HKD +20 4 Large 1 Hit Armor 12-31F 60% 2500

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236236S Heavenly Potemkin Buster 190 Air Throw 12+0 15 16 N/A HKD +65 Very Small 1-12F Full 100% 1000
632146H Giganter Kai 60 All 10+1 5 17 +100 HKD +141 Mid 100% 2500 1000
Mirror Giganter Kai (Barrier) 15×3 All 10+23 464 HKD Very Small 100% 100×3 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 90 Ground Throw 2 3 38 N/A HKD +55 50% 2500
Air Throw 90 Air Throw 2 3 38 or Until Landing + 10 N/A HKD +37 (IAS) 50% 2500
Wild Assault 30 All (Guard Crush) 20~31 3 20 +7 HKD 4 Mid 9-22F Strike 60% 2500 3000
Charged Wild Assault 50 All (Guard Crush) 32 3 30 +12 HKD 4 Mid 9-34F Strike 60% 2500 2000

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1 5P,2P, 6P 6K - 6H - Special, Super
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15 - - - - - Special, Super
5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4 6P 6K - 6H 5D, 2D Jump, Special, Super
6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6 - - - - - Special1, Super
2KGGST Potemkin 2K.pngGuardLowStartup10Recovery14Advantage-4 6P 6K - 6H 5D, 2D Special, Super
c.SGGST Potemkin c.S.pngGuardAllStartup8Recovery11Advantage+4 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 - - - 5H, 2H - Special, Super
2SGGST Potemkin 2S.pngGuardAllStartup14Recovery18Advantage-4 - - - 5H, 2H - Special, Super
5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11 - - - - - Special, Super
2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21 - - - - - Special, Super
6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15 - - - - - Special, Super
5DGGST Potemkin 5D.pngGuardHighStartup20Recovery21Advantage-15 - - - - - -
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Potemkin j.P.pngGuardHighStartup7Recovery6Advantage+6 (Min. height) j.P - - - - -
j.KGGST Potemkin j.K.pngGuardHighStartup10Recovery15Advantage+8 (Min. height) - - - - j.D Jump
j.SGGST Potemkin j.S.pngGuardHighStartup13Recovery23Advantage+13 (Min. height) - - - j.H j.D Jump
j.HGGST Potemkin j.H.pngGuardHighStartup12Recovery16Advantage+15 (Min. height) - - - - j.D Jump
j.DGGST Potemkin j.D.pngGuardAllStartup13Recovery9 After landingAdvantage+1 (IAS) - - - - - Jump
X = X is available on hit or block
1: Also can be Kara Cancelled

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