GGACR/Jam Kuradoberi/Data

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System Data

GGACR Jam Kuradoberi Icon.png Jam Kuradoberi Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGAC Jam Portrait.png x1.06 3 x1.0 1/5F 65
Backdash Invulnerability Air Dash Backwards Startup Face Up Wakeup Face Down Wakeup Gravity Modifier
1~7F 6F 53F 50F x1.1
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
7.2 6 15 15 3
Jump Duration Jump vY Jump Height Forwards Jump vX Backwards Jump vX
41 22 1.1 5.25 5
Backdash vX High Jump Duration High Jump vY High Jump Height Forwards High Jump vX Backwards High Jump vX
10
Backdash Duration Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
13 5.5 4.5 10 0.42 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
7F 15 20 15 12 20
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 1 2 43 88 140
Special Forwards Dash Unique Movement Options

Normal Moves

5P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5P 12 Mid 3 3 4 +3 1 normal 3 8 1.44 CSJR 9 10 10 11
GGAC Jam 5P.png
GGXXACPR Jam 5P-Hitbox.png


5K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5K 12 Low 5 4 7 +1 2 normal 5 7 2.64 80% SR 11 12 12 6
GGAC Jam 5K.png
GGXXACPR Jam 5K-Hitbox.png
•Jam is in CH state during move


c.S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
c.S 28 Mid 6 8 12 -6 3 normal 10 7 2.64 SJR 13 14 14 13
GGAC Jam cS.png
GGXXACPR Jam cS-Hitbox.png


f.S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
f.S 30 Mid 6 5 10 -1 3 normal 10 7 2.64 SJR 13 14 14 13
GGAC Jam fS.png
GGXXACPR Jam fS-Hitbox.png


5H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5H 24×3 Mid 13 3(3)3(3)3 15 +1 4×2, 5 normal 14×2,20 6×3 3.84×3 22~24F, 34~36F Upper Body
25~33F Low Profile
SR 16×2, 18 Crouch 18×2, Crouch 20 16×2, 18 7×2, 15
GGAC Jam 5H.png
The Guard Bar Generator
GGXXACPR Jam 5H-1-Hitbox.pngGGXXACPR Jam 5H-2-Hitbox.pngGGXXACPR Jam 5H-3-Hitbox.png
1st hit (Frames 13-15) • 2nd hit (Frames 19-21) • 3rd hit (Frames 25-27)
•3rd hit pulls in opponent on hit


5D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5D 16 High 26 4 12 -2 3 normal 8 20 2.64 R 13 Launch 48 14 13
GGAC Jam 5D.png
GGXXACPR Jam 5D-Hitbox.png


6P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6P 18×2 Mid 7 1(10)3 12 +2 3, 4 normal 10, 14 7, 6 2.64×2 90% 1~7F Above Knees
8~20F Upper Body
SR 13, 16 14, 17 14, 16 13, 14
GGAC Jam 6P.png
GGXXACPR Jam 6P-1-Hitbox.pngGGXXACPR Jam 6P-2-Hitbox.png
1st hit (Frame 7) • 2nd hit (Frames 19-21)
•Staggers on ground CH (Max 37F for both hits)


6K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6K 16, 26 Mid 6 4(6)8 20 -14 3 normal 10×2 7×2 2.64×2 SJR 13 Stand 14 14 6, 13
GGAC Jam 6K.png
GGXXACPR Jam 6K-1-Hitbox.pngGGXXACPR Jam 6K-2-Hitbox.pngGGXXACPR Jam 6K-3-Hitbox.png
1st hit (Frames 6-9) • 2nd hit (Frames 16-19) • 2nd hit (Frames 20-23)


6H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6H 28 Mid 18 6 10 +3 +8 4 normal 10 6 3.84 1~18F, 32~33F Lower Body
1~18F Throw
24~31F Above Knees
SR 18 Stand 23 22 + GBounce 14
GGAC Jam 6H.png
The definition of ignorance
GGXXACPR Jam 6H-Hitbox.png
•Lower Body invincible still has back leg vulnerable
•Can cancel into 6HH from 19~32F
•Jam is in CH state during move
•Custom blockstun and hitstun


6HH

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6HH 53 Mid 10 7 23 -11 5 normal 20 6 3.84 1~6F Above Knees
7~7F Upper Body
R 18 Launch 48 + WStick 24 15
GGAC Jam 6HH.png
GGXXACPR Jam 6HH-1-Hitbox.pngGGXXACPR Jam 6HH-2-Hitbox.png
Frames 10-12 • Frames 13-17
•Can cancel into (FB) Breath of Asanagi and Charged Kick Specials
•Jam is in CH state during move


3H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3H 30×2 All 5 2(2)4 15+8 after landing -8 5 normal 20×2 6×2 3.84×2 90% R 18 19 18 15
GGACR Jam 3H.png
GGXXACPR Jam 3H-1-Hitbox.pngGGXXACPR Jam 3H-2-Hitbox.pngGGXXACPR Jam 3H-3-Hitbox.png
1st Hit (Frames 5-6) • 2nd Hit (Frames 9-10) • 2nd Hit (Frames 11-12)
•Jam is airborne during active frames
•Jam is in crouching state during recovery
•2nd hit can be canceled into Charged Kick Specials
•Auto Jump Install


2P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2P 6 Mid 4 2 4 +4 1 normal 3 8 1.44 90% CSR 9 10 10 11
GGAC Jam 2P.png
GGXXACPR Jam 2P-Hitbox.png


2K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2K 8 Low 5 3 9 -2 1 normal 3 8 1.44 80% CSR 9 10 10 11
GGAC Jam 2K.png
GGXXACPR Jam 2K-Hitbox.png


2S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2S 26 Mid 6 5 9 +0 3 normal 10 7 2.64 80% SR 13 14 14 13
GGAC Jam 2S.png
GGXXACPR Jam 2S-1-Hitbox.pngGGXXACPR Jam 2S-2-Hitbox.png
Frames 6-7 • Frames 8-10
•Staggers on ground CH (max 35F)


2H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2H 20×2 Mid 9 4,4 25 -12 4 normal 14×2 6×2 3.84×2 SR 16 17 22 14
GGAC Jam 2H.png
GGXXACPR Jam 2H-1-Hitbox.pngGGXXACPR Jam 2H-2-Hitbox.pngGGXXACPR Jam 2H-3-Hitbox.pngGGXXACPR Jam 2H-4-Hitbox.png
1st hit (Frames 9-10) • 1st hit (Frames 11-12) • 2nd hit (Frames 13-14) • 2nd hit (Frames 15-16)
•Pulls in opponent on air hit


2D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2D 28 Low 6 4 16 -6 3 normal 8 7 2.64 SJRF 13 14 14 13 1~6F
GGAC Jam 2D.png
GGXXACPR Jam 2D-Hitbox.png


j.P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
j.P 11 High/Air 5 4 14 1 normal 3 8 1.44 CSR 9 10 10 11
GGAC Jam jP.png
GGXXACPR Jam jP-Hitbox.png


j.K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
j.K 14 High/Air 5 8 11 1 normal 3 8 1.44 SR 9 10 10 11
GGAC Jam jK.png
GGXXACPR Jam jK-Hitbox.png


j.S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
j.S 28 High/Air 4 5 9 3 normal 8 7 2.64 SJR 13 Launch 16 13
GGAC Jam jS.png
GGXXACPR Jam jS-1-Hitbox.pngGGXXACPR Jam jS-2-Hitbox.png
Frames 4-6 • Frames 7-8


j.H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
j.H 35 High/Air 7 10 16 3 normal 8 7 2.64 SR 13 14 14 13
GGAC Jam jH.png
GGXXACPR Jam jH-1-Hitbox.pngGGXXACPR Jam jH-2-Hitbox.pngGGXXACPR Jam jH-3-Hitbox.pngGGXXACPR Jam jH-4-Hitbox.pngGGXXACPR Jam jH-5-Hitbox.png
Frames 7-8 • Frames 9-10 • Frames 11-12 • Frames 13-14 • Frames 15-16


j.D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
j.D 16, 28 High/Air 7 3(4)6 16+4 after landing 3 normal 8×2 7×2 2.64×2 SR 13 14, Launch 14, 24 13
GGAC Jam jD.png
GGXXACPR Jam jD-1-Hitbox.pngGGXXACPR Jam jD-2-Hitbox.png
1st hit (Frames 7-9) • 2nd hit (Frames 14-19)
•2nd hit wallbounces on CH (untechable for 60F)


Universal Mechanics

Ground Throw

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Ground Throw Ground Throw 42 43 pixels other 6×2 4.00 Forced 50% RF Launch 38 43~44F
GGAC Jam throw.png
•Forced prorate becomes 70% if throw is FRC'd
•Jam has 17F to hit the opponent after the throw, 16F if FRC'd
•When FRC'd, throw does 0 damage


Air Throw

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Air Throw Air Throw 60 88 pixels other 6, 7 5.98 Forced 50% 50
GGAC Jam airThrow.png


DAA

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Dead Angle Attack DAA 20 All 13 6 16 -8 3 other 10 7 0.52 50% 1~18F All
19~27F Throw
R 13 Down 14 13
GGAC Jam 2S.png
GGXXACPR Jam 2S-1-Hitbox.pngGGXXACPR Jam 2S-2-Hitbox.png
Frames 13-15 • Frames 16-18
•Jam is in crouching state during move


Special Moves

22K/S/H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Breath of Asanagi 22K/S/H Total 53 special
GGAC Jam 22K.png
The animation is the same no matter what button you press
"Asanagi no Kokyuu (Morning Calm's Respiration)"
•Jam gets a charge on 53F
•Can store up to 3 charges for each special
•K for Ryuujin, S for Gekirin, H for Kenroukaku


236K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Ryuujin 236K 50 All 17 6 25+11 after landing -23 5 special 20 6 2.50/8.40 1~4F Strike
7~8F Low Profile
R 18 Launch 36 + WBounce 15
GGAC Jam 236K.png
"Dragon Blade"
GGACR Jam 236K Hitbox 1.pngGGACR Jam 236K Hitbox 2.png
K: Frames 17-19 [9-11]
D: Frames 11-12 (+4N) • K: Frames 20-22 [12-14]
D: Frames 13-14 (+4N)
•Jam is airborne from 9F onwards
•See note ※1


j.236K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Air Ryuujin j.236K 52 All 9 6 Until landing+11 5 special 20 6 2.00/7.20 R 18 Launch 36 15
GGAC Jam 236K.png
"Dragon Blade"
GGACR Jam 236K Hitbox 1.pngGGACR Jam 236K Hitbox 2.png
K: Frames 17-19 [9-11]
D: Frames 11-12 (+4N) • K: Frames 20-22 [12-14]
D: Frames 13-14 (+4N)
•See note ※1


236D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Powered Up Ryuujin 236D 66 All 11 16 Until landing+17 5 special 20 10 -/12.00 80% 1~9F Strike R 18 Launch 70 + WStick 35 15
GGAC Jam 236K.png
"Dragon Blade"
GGACR Jam 236K Hitbox 1.pngGGACR Jam 236K Hitbox 2.png
K: Frames 17-19 [9-11]
D: Frames 11-12 (+4N) • K: Frames 20-22 [12-14]
D: Frames 13-14 (+4N)
•Jam is airborne from 1F onwards
•Recovery for ground version is 12+17
•5F less wallstick on CH
•Uses up one charge stock on 1F
•See note ※1


214K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Gekirin 214K 42 High/Air 19 13 3+10 after landing -9 3 special 8 7 2.00/4.80 R 13 Launch 28 14 13
GGAC Jam 214K.png
"Inverted Scale/Imperial Wrath"
GGACR Jam 214K Hitbox 1.pngGGACR Jam 214K Hitbox 2.png
K: Frames 19-21 [17-19]
D: 1st hit (Frames 12-14) • K: Frames 22-31 [20-29]
•Jam is airborne from 4F onwards
•Startup to hit a crouching opponent is 21F (tested on Sol)
•See note ※1


j.214K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Air Gekirin j.214K 38 High/Air 17 13 Until landing+10 3 special 8 7 1.50/3.60 R 13 Launch 25 + GBounce 13
GGAC Jam 214K.png
"Inverted Scale/Imperial Wrath"
GGACR Jam 214K Hitbox 1.pngGGACR Jam 214K Hitbox 2.png
•See note ※1


214D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Powered Up Gekirin 214D 21×3 High/Air 12 3,4,7 Until landing+12 3 special 8×3 11×3 -/4.80×3 R 13 Launch 60 13
GGAC Jam 214K.png
"Inverted Scale/Imperial Wrath"
GGACR Jam 214D Hitbox.png
D: 2nd-3rd hits (Frames 15-25)
•Jam is airborne from 1F onwards
•Recovery for ground version is 4+12
•Uses up one charge stock on 1F
•See note ※1
•Powered Up Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)


623K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Kenroukaku 623K 14×4 Mid 7 4,4,5,10 21+6 after landing -36 3 special 10×4 3×4 2.00/2.40×4 1~10F Strike R 13 Launch 30 6
GGAC Jam 623K.png
"Sword Pavilion"
GGACR Jam 623K Hitbox 1.pngGGACR Jam 623K Hitbox 2.pngGGACR Jam 623K Hitbox 3.pngGGACR Jam 623K Hitbox 4.pngGGACR Jam 623K Hitbox 5.pngGGACR Jam 623K Hitbox 6.pngGGACR Jam 623K Hitbox 7.png
K: 1st hit (Frames 7-8 [4-5])
D: 1st hit (Frames 3-4) • K: 1st hit (Frames 9-10 [6-7])
D: 2nd hit (Frames 5-6) • K: 2nd hit (Frames 11-12 [8-9])
D: 3rd hit (Frames 7-8) • K: 2nd hit (Frames 13-14 [10-11])
D: 4th hit (Frames 9-10) • K: 3rd hit (Frames 15-16 [12-13])
D: 5th hit (Frames 11-12) • K: 3rd hit (Frames 17-19 [14-16])
D: 6th hit (Frames 13-15) • K: 4th hit (Frames 20-29 [17-26])
•Jam is airborne from 3F onwards
•Dizzy modifier x0.375
•See note ※1


j.623K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Air Kenroukaku j.623K 12×3 All 4 4,4,5,10 Until landing+6 3 special 10×3 3×3 1.50/1.80 2~3F Strike R 13 Launch 30 6
GGAC Jam 623K.png
"Sword Pavilion"
•Dizzy modifier x0.375
•Max 3 hits
•See note ※1


623D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Powered Up Kenroukaku 623D 15×6, 24 All 3 2×5,3,13 Until landing+5 3 special 10×7 8×7 -/2.40 80% 1~17F Strike R 13 Launch 90 6
GGAC Jam 623K.png
"Sword Pavilion"
GGACR Jam 623D Hitbox.png
D: 7th hit (Frames 16-28)
•Jam is airborne from 1F onwards
•Auto Jump Install
•Dizzy modifier x0.25
•Recovery for ground version is 22+5
•Uses up one charge stock on 1F
•See note ※1


236S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Bakushuu 236S Total 46 special 2.00/- 8~23F Above Feet
24~31F Low Profile
GGAC Jam 236S.png
"Burst Kick"
GGACR Jam 236S Hitbox 1.pngGGACR Jam 236S Hitbox 2.png
Frames 8-23 • Frames 24-31
•Jam is in CH state during move
•Can cancel into followups 6~25F


236S > P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Mawarikomi 236S > P Total 26 special 6~20F, 24~26F Above Feet
GGAC Jam 236SP.png
"Wraparound"
GGACR Jam 236SP Hitbox.png
Changes slightly during move
•Can pass through opponent 2~14F


236S > K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Ashibarai 236S > K 30 Low 10 8 22 -16 3 special 8 7 -/7.20 10~31F Low Profile R 13 Down 25 13
GGAC Jam 236SK.png
"Leg Sweep"
GGACR Jam 236SK Hitbox 1.pngGGACR Jam 236SK Hitbox 2.pngGGACR Jam 236SK Hitbox 3.png
Frames 10-13 • Frames 14-15 • Frames 16-17
•Jam is in CH state during move
•Can cancel into (FB) Breath of Asanagi and Charged Kick Specials 10~32F


236S > S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Hyappo Shinshou 236S > S 50 Mid 18 3 15 +1 5 special 14 6 -/7.20 75% R 18 Launch 26 15
GGAC Jam 236SS.png
"Hundred Steps Stinging Chime"
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
Frame 18 • Frame 19 • Frame 20
•Wall bounces on CH (untechable for 56F)
•Dizzy modifier x1.1875


236S > H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Senri Shinshou 236S > H 50 Mid 24 3 12 +4 5 special 14 6 -/14.40 75% 14~19F Low Profile RF 18 Launch 40 + WBounce 15 21~24F
GGAC Jam 236SS.png
"Thousand Li Stinging Chime"
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
Active frame 1 • Active frame 2 • Active frame 3
•Dizzy modifier x1.375
•Can pass through opponent 2~11F
•If Jam passes through opponent, she performs crossup version instead


236S > H Crossup

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Senri Shinshou (Crossup) 236S > H Crossup 50 Mid 29~ 3 15 +1 5 special 14 6 -/9.60 75% When Jam changes direction: 1~6F Above Knees R 18 Launch 32 + WBounce 15
GGAC Jam 236SS.png
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
•Dizzy modifier x1.5
•Startup varies depending on distance from opponent


546

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Hochifu 546 special -/4.00 1~8F Guard High
GGAC Jam Parry.png
"Cleansing Axe"
•Will parry any attack that can be blocked high if it hits within 8F after parry input
•Pressing any direction other than forward or neutral during this time will immediately cancel the parry attempt
•After inputting a parry, you cannot attempt another parry for 15F (does not apply to successful parries)
•Any moves input during the hitstop of a successful parry will start up once hitstop ends


j.2+K

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Houeikyaku j.2+K 16, 10×N High/Air 10 Until landing 6 after landing +8 4, 1×N special 11 6, 8×N 1.50/3.60, 1.80×N 80%, 100%×N R 16 17, 10×N 16, 10×N 14, 5×N
GGAC Jam j2K.png
"Hawk Sharp Legs"
GGACR Jam j2K Hitbox 1.pngGGACR Jam j2K Hitbox 2.pngGGACR Jam j2K Hitbox 3.png
Divekick • Additional hit 1 (+2N) • Additional hit 2 (+2N)
•Has a minimum height requirement of 2001 units (roughly 20,01 pixels)
•2nd hit onwards will only trigger if the 1st hit lands
•Listed Frame Adv is for TK Houeikyaku performed as fast as possible (startup 14F)


236P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Choujin 236P Total 41+2 after landing special 0.50/- F 6~8F
GGAC Jam 236P.png
"Leaping Swift"
•Jam is airborne 1F onwards
•Can pass through opponent 1~17F
•Jam is in CH state 1~5F
•Auto Jump Install if not FRC'd
•Can perform any action other than blocking or FD from 20F onwards


j.236P

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Air Choujin j.236P Until landing+2 special 0.50/- F 6~8F
GGAC Jam 236P.png
•Jam can pass through opponent and in CH state from 1~18F
•Cannot be used after a double jump
•Can perform any action other than blocking or FD from 21F onwards


Force Breaks

22D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
FB Breath of Asanagi 22D Total 50 forcebreak
GGAC Jam 22K.png
•Jam gets a charge on 20F
•Jam gains 1 charge for each Kick Special


236S > D

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
FB Hyappo Shinshou 236S > D 65 Mid 14 3 15 +1 5 forcebreak 14 6 0.40/- 85% 2~2F Low Profile
3~14F Strike
R 18 Launch 28 15
GGAC Jam 236SD.png
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
Frame 14 • Frame 15 • Frame 16
•Dizzy modifier x1.1875
•Can cancel into (FB) Breath of Asanagi and Charged Kick Specials on hit or block


Overdrives

632146H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Renhoukyaku 632146H 18×9 All 10+0 32 9 +1 2 super 6×9 3×9 1~10F Throw 11 Launch 28 0
GGAC Jam 632146H.png
"Yearning Ruin Daughter"
GGACR Jam 632146H Hitbox.png
•Pulls in opponent on hit or block
•Opponent's inputs are frozen after superflash until 2nd active frame
•9th hit blows opponent back


632146S

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Choukyaku Hououshou 632146S 20, 9×10, 40, 80 Mid 7+0 21 24 -26 5, 3×10, 5×2 super 20 6, 2×10, 6×2 1~8F Strike
9~29F Feet
30~40F Low Profile
R 18 19, 14×10, Launch×2 18, 40×10, 80, 120 15, 6×10, 15×2
GGAC Jam 632146S.png
"Trillion Legs Fenghuang Rise"
GGACR Jam 632146S Hitbox.png
•2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
•Final hit will not happen if 12th hit does not connect
•1-12th hit have dizzy modifier x0
•13th hit has dizzy modifier x0.25
•Opponent's inputs are frozen after superflash until 2nd active frame


236236H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Geki: Saishinhou 236236H 50,70 Mid 1+2 3,3 36 -20 5 super 20×2 6×2 150%, Forced 75% 1~8F Strike RF 18 Stagger 35, Launch 90 15 3~4F
GGAC Jam 236236H.png
"Raging: Smashing God Palm"
GGACR Jam 236236H Hitbox 1.pngGGACR Jam 236236H Hitbox 2.png
1st hit (Frames 3-5) • 2nd hit (Frames 6-8)


64641236PK

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Tousai Hyakuretsuken 64641236PK 1×100 All 5+2 14 27 -22 5, 1×99 super 20 6, 0×99 1~6F Strike
36~51F Feet
52~67F Low Profile
R 18 Launch Down 15, 0×97, 11×2
GGAC Jam 64641236PK.png
"Battle Smashing Amber Rending Fists"
GGACR Jam 632146S Hitbox.png
•2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
•Costs 100% Tension


Instant Kill

236236H

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Level Type Guard Bar Gain Guard Bar Minus Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Gasenkotsu 236236H Fatal All 11+6 12 22 -15 5 instantkill 20 12~16F Strike 18 15
GGAC Jam IK.png
"Narcissism"
GGACR Jam IK Hitbox.png
•IK Mode activation: 54F


Category