GGXRD-R2/Potemkin/Frame Data

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< GGXRD-R2‎ | Potemkin
Revision as of 06:54, 27 March 2021 by Shtkn (talk | contribs)


System Data


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


  • can whiff cancel into 5P,2P,5K,2K from frame 8.
5K


c.S


f.S


5H


2P


  • can be self-canceled into 2P from frame 14
2K


2S


  • stagger opponent on CH. Max Duration 29f
  • Stagger recovery lv 1/2/3/max: 21/18/14/14F
2H


  • Floats opponent on hit
  • Normal hit untechable for 30f, Counter hit knockdown.
  • Stun value: 82
j.P


j.K


j.S


  • Staggers opponent on ground counter hit. Max duration 29f
  • Stagger recovery lv 1/2/3/max: 23/20/17/14F
j.H


j.D


  • in counter hit state on recovery
  • Knocks down opponent on hit.
  • Ground Bounce on counterhit
6P


  • float opponent on hit, normal hit untechable for 30f, counter hit untechable for 39f
6K


  • 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


  • Blows opponent away on hit(knockdown)
  • Counter hit roll for 82F
  • Stun value: 120
2D


knockdown on ground hit

5D


  • 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


  • Stun value: 30
Air Throw


  • Stun value: 35
DAA


  • Blows opponent away on hit + wall bounce
  • CH recovery state
Blitz Attack


  • 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


  • 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


  • Frame Adv listed is on hit
→Heat Extend
Heat Knuckle > 63214H


  • Frame Adv listed is on hit
Mega Fist Forward
236P


  • 3F onwards Airborne
Mega Fist Backward
214P


  • 5F onwards Airborne
Slide Head
236S


  • [ ] 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


  • [ ] Indicates slowest
  • 30 frames charge required
  • can be cancelled to Hammer Fall Break after first frame
Hammer Fall Break
Hammer Fall > P


F.D.B.
63214S


  • 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]


  • 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


  • Projectile will destroy other normal projectiles on contact
  • Air hit is untechable
  • Ground hit causes short stagger
Potemkin Buster
632146P


  • Stun value: 70
Trishula
214K


  • In counter hit state for the recovery
I.C.P.M.
j.41236H


  • 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]


  • Values in [ ] are for Burst version
  • Stun value: 85 [170]
Giganter Kai
632146H


  • Staggers opponent on hit. Max duration 69F, Frame Adv: +16 to +51
  • Stun value: 135
→Gigantic Bullet Kai
Giganter Kai > 4123641236P


  • 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


  • [ ] 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

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

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