GGXRD-R2/Potemkin/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data

Defense:x0.94
Guts:3
Weight:[94] Super Heavy
Stun Resistance:80
Prejump:5F
Backdash:21F (1~20F invuln)
Wakeup Time:24F (Face Up) / 22F (Face Down)
Unique Movements:No Run, Hammer Fall, I.C.P.M


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
5P 11 Mid 5 5 6 1 - -7/+6 - CSJ - 144 1 Click!
  • can whiff cancel into 5P,2P,5K,2K from frame 8.
5K 22 Low 10 9 9 -4 - -7/+10 - SJ - 264 2 Click!
c.S 40 Mid 8 3 11 -1 - -7/+10 - SJ - 264 2 Click!
f.S 36 Mid 11 7 18 -11 - -7/+10 - SJ - 264 2 Click!
5H 55 Mid 15 7 16 -4 - -6/+20 - S - 384 4 Click!
2P 12 Mid 6 4 6 ±0 - -8/+3 - CS - 144 0 Click!
  • can be self-canceled into 2P from frame 14
2K 16 Low 7 4 14 -6 - -7/+6 - S - 264 1 Click!
2S 36 Mid 14 3 20 -6 - -6/+14 - S - 384 3 Click!
  • stagger opponent on CH. Max Duration 29f
  • Stagger recovery lv 1/2/3/max: 21/18/14/14F
2H 60 Mid 13 5 35 -21 - -6/+20 - S - 384 4 Click!
  • Floats opponent on hit
  • Normal hit untechable for 30f, Counter hit knockdown.
  • Stun value: 82
j.P 18 High / Air 7 6 6 - - -8/+3 - CS - 144 0 Click!
j.K 24 High / Air 10 8 13 - - -7/+10 - SJ - 264 2 Click!
j.S 36 High / Air 13 6 23 - - -7/+10 - S - 264 2 Click!
  • Staggers opponent on ground counter hit. Max duration 29f
  • Stagger recovery lv 1/2/3/max: 23/20/17/14F
j.H 45 High / Air 12 6 16 - - -6/+14 - S - 384 3 Click!
j.D 50 All 13 Until Grounded 9 After Landing - - -6/+14 - S - 384 3 Click!
  • in counter hit state on recovery
  • Knocks down opponent on hit.
  • Ground Bounce on counterhit
6P 42 Mid 11 7 19 -9 1~4F Upper body
5~12F Above Knees
-5/+14 - - - 384 3 Click!
  • float opponent on hit, normal hit untechable for 30f, counter hit untechable for 39f
6K 40 Mid 16 8 20 -9 - -6/+20 - S - 384 4 Click!
  • Blows opponent away on airhit
  • Wallstick(normal hit 36F/counter hit 72F)
  • Ground counter hit staggers opponent. max: 29F
  • Stagger recovery lv 1/2/3/max: 20/17/14/14F
6H 80 Mid 23 5 30 -16 - -6/+20 - S - 384 4 Click!
  • Blows opponent away on hit(knockdown)
  • Counter hit roll for 82F
  • Stun value: 120
2D 35 Low 12 5 14 -2 - -6/+14 - - - 384 3 Click!

knockdown on ground hit

5D 30 High 27 2(2)2(2)2 8 +1 - -20/+20 Initial: 80% - - 384 4 Click!
  • Maximum 1 Hit

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Ground Throw 0,60 Ground Throw: 96250 1 - - +37 - -6,-0/NA Forced: 65% - - 0,480 0 Click!
  • Stun value: 30
Air Throw 0,70 Air Throw: 201250 1 - - - - -6,-0/NA Forced: 65% - - 0,480 0 Click!
  • Stun value: 35
DAA 35 All 13 5 18 -9 1~17 Full
18~32 Throw
-7/+10 Initial: 50% - - -5000 / 264 2 Click!
  • Blows opponent away on hit + wall bounce
  • CH recovery state
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 Mid 50+13 3 20 +5 1~50: Blitz - - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Heat Knuckle
623H
0,15×2,40 Unblockable Hit Grab 12 2 21 +14 - -8,-6×3/NA - - - 200 / 0,600×2,2400 0,4×3 Click!
  • Frame Adv listed is on hit
→Heat Extend
Heat Knuckle > 63214H
90 - - - - +53 - -6/NA - - - 0 / 1440 4 Click!
  • Frame Adv listed is on hit
Mega Fist Forward
236P
50 High / Air 24 8 8 -4 1~39 Lower Body -7/+10 - - - 150 / 360 2 Click!
  • 3F onwards Airborne
Mega Fist Backward
214P
50 High / Air 25 9 6 +4 1~39 Lower Body -6/+20 - - - 150 / 360 4 Click!
  • 5F onwards Airborne
Slide Head
236S
40[0] Low[Unblockable] 25[29] 2[1] Total 54 -11 1-16 Above Knees -6[-6]/+20[NA] - - - 200 / 360 4[4] Click!
  • [ ] Indicates when opponent is not near Potemkin, slidehead shockwave is considered as projectile and can be blitzed and flicked back by potemkin
Hammer Fall
[4]6H
60 Mid 18[31] 2 33 -16 1~Super Armor -6/+20 - - - 375 / 720 4 Click!
  • [ ] Indicates slowest
  • 30 frames charge required
  • can be cancelled to Hammer Fall Break after first frame
Hammer Fall Break
Hammer Fall > P
- - - - Total 15 - - - - - - - - Click!
F.D.B.
63214S
40 Mid 19 3 12 +2 4~18 Reflect -6/+14 - - - 150 / 600 3 Click!
  • If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.
Charged F.D.B.
63214[S]
40 Mid 19~36 3 12 +2 4~9 Reflect
1~9 after release Reflect
-6/+14 - - - 150 / 600 3 Click!
  • If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.
  • Attack starts up 10F after button release
F.D.B. Projectile
Reflect Projectile
16 All 2 150 Total 22 - 1~22 Strike -7/+10 - - - 0 / 120 2 Click!
  • Projectile will destroy other normal projectiles on contact
  • Air hit is untechable
  • Ground hit causes short stagger
Potemkin Buster
632146P
0,150,0 Ground Throw: 308000 3 - Total 40 +62 1~2 Throw
3~5 All
-6,-0,-15/NA Forced: 50% - - 0 / 1440 0 Click!
  • Stun value: 70
Trishula
214K
48 Mid 25 15 18 -6 1~39 Above Knees -7/+10 Forced: 80% - - 200 / 600 2 Click!
  • In counter hit state for the recovery
I.C.P.M.
j.41236H
0,60 Mid 13 Until Landing 29 - - -7,-6/+20 - - - 240 / 720 4 Click!
  • Frame advantage on hit is +37F
  • Frame advantage on OTG hit is +11F

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Heavenly Potemkin Buster
236236S
[236236D]
0,170,0
[0,212,0]
Unblockable 10+1 15 10 +56 1~12 Full
13~25 Throw & Upper Body
-6/NA - - -5000 / 0 4 Click!
  • Values in [ ] are for Burst version
  • Stun value: 85 [170]
Giganter Kai
632146H
30 Mid 9+8 60 Total 50 ±0 1~9 Full -10/+20 - - -5000 / 0 4 Click!
  • Staggers opponent on hit. Max duration 69F, Frame Adv: +16 to +51
  • Stun value: 135
→Gigantic Bullet Kai
Giganter Kai > 4123641236P
145 Mid 49 24 17 -22 - -10/+20 - - - -5000 / 0 4 Click!
  • Stun value: 0

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Infernal Tour
During IK Mode: 236236H
DESTROY Throw: 230000 9+8
[5+6]
3 62 - - -6/NA - - - - 0 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 98F [5F+5F]
  • During [ ], can hit opponents in hitstun

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - - - - -
5K - 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - 6K c.S, f.S, 2S 2H 5D, 2D Sp
6K - - - - - Sp
c.S - 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - 6K - 2H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D Sp
6H - - - - - Sp
D - - - - - homing jump, dash
2D - - - - - -


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 - - - - - Sp
  • 5D can be only canceled into Homing Jump/Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)


Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Potemkin/Data.