GGACR/Jam Kuradoberi/EX

From Dustloop Wiki


EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Template:CharaOverview

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 3 3 4 +3

Standing jab with remarkable startup and a high hitbox. Typical way to start pressure up-close due to its speed, gatling options, and advantage on block. Whiffs on a lot of crouching characters, and some standing characters like Zappa. Can catch people trying to jump out of pressure, or be used to quickly anti-air after a parry.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 4 7 +1

Fast, plus on block standing low. Useful in pressure due to the aforementioned properties in addition to its nonstandard 6F hitstop, which makes tick throws harder to react to. Also a common piece of combo filler in corner loops, and can be used in neutral similarly to 2S depending on the matchup.

  • Full counter hit state for the entire move's duration. Exercise caution.

Gatling Options: 2P, 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 5 7 2 12 12
  • Jam is in CH state during move

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 8 12 -6

The usual punish starter. Situational anti-air.

  • Jam leans forward into a decently sized hitbox.
  • Generally falls out favor to 5K when in range at neutral or as a pressure starter.
  • Commonly used to confirm into f.S > TK Ryujin.
  • Often relegated to combo fodder.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 6 5 10 -1

One of Jam's only farther reaching pokes. Meant for space wars.

  • Decent AA for spaced airborne opponents
  • Should always cancel this with a JC or 2D though to make it safe.
  • Combos into TK Ryujin and characters at least as tall as Millia for big damage.
  • One of Jam's best options to convert into an air combo from the ground.

Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 13 3(3)3(3)3 15 +1 22~24F, 34~36F Upper Body
25~33F Low Profile

The Guard Bar Generator

  • Oppressive move on contact. +1 on block.
  • Three hits means you build guard bar like mad.
  • Has some upper body invul and low profiles on the last hit.
  • Third hit vacuums for mixup and pressure resets.
  • Forces crouching on hit for stronger confirms.

Oppressive normal which often leads to the very scary 6H. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo.

Gatling Options: f.S, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14×2,20 6×3 4×2, 5 Crouch 18×2, Crouch 20 16×2, 18
  • 3rd hit pulls in opponent on hit

5D

Damage Guard Startup Active Recovery On-Block Invuln
16 High 24 4 12 -2

Moderate speed 5D but with a subtle animation, especially early into its startup. Extremely safe.

  • Gatlings from almost every button.
  • Easy and damaging Impossible Dust combos.
  • Only -2 on block. Completely safe unless done point blank.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14

6P

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 7 1(10)3 12 +2 1~7F Above Knees
8~20F Upper Body

Lower than usual 6P meant for catching buttons more than jump-ins.

  • Upper body invul frames 1-20. Designed to beat other characters' farther f.Ss
  • Plus 2 on block, in case they didn't take the bait.
  • Both hits stagger on grounded CH for easier confirms
  • Gatlings from and to 2P for pressure cycles and repeated frame traps.

Typical style 6P for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a 6P is a basic strategy against Ky.

Gatling Options: 2P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10, 14 7, 6 3, 4 14, 17 14, 16
  • Staggers on ground CH (max 37F, both hits)

6K

Damage Guard Startup Active Recovery On-Block Invuln
25 High 17 8 17 -6

Gatling Options: c.S, f.S, 2S, 5H, 6H, 5D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 15 6 5 19 18

6H

Damage Guard Startup Active Recovery On-Block Invuln
34×2 Mid 16 3,3 16 0
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6×2 5 19, Launch 28 18

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 4 2 4 +4

Four frame 2P which is +4 on block.

  • Passable hitbox but good speed.
  • Hits fairly high for a crouching P, can be low profiled.
  • Hits crouching opponents, as opposed to 5P.
  • Can stuff approaches due to speed if properly spaced.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 5 3 9 -2

Decent crouching poke.

  • Similar to 2D in range, decent for Jam.
  • Low profiles very slightly.
  • Generally cancelled to 2D for knockdown or conversion with 236S~K.
  • Makes for an ok tick throw at -2.

Gatling Options: 6P, 5K, 2K, 6K, c.S, f.S, 2S, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 5 9 +0

One of Jam's best poking normals.

  • Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.
  • Strong hitbox, and safe on block.
  • Can stuff quite a few other buttons.
  • Staggers on hit, CH combos to FB Puffball.

Gatling Options: 5K, 2K, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 10 7 3 14 14
  • Staggers on ground CH (max 35F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 8 22 -13

Gatling Options: 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
11 6 4 17 16
  • Staggers on ground CH (max 35F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 6 4 16 -6

Extremely fast sweep with great range for Jam. Valuable poke in neutral, combo filler to confirm into carded Ryuujin on most of the cast, and is jump cancelable to enable pressure resets.

Notable for having an FRC window starting frame 1, which means Jam can effectively FRC any normal that can gatling into 2D. Used this way, Jam gets huge frame advantage off of blocked normals, specifically 6K(1), 6P, and f.S. Because the window starts frame 1 and lasts 6 frames, it's easy to execute and allows pressure resets from any situation.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14
  • FRC timing 1~6F

j.P

Damage Guard Startup Active Recovery On-Block Invuln
11 High/Air 5 4 14

Subpar j.P. Most relegated to combo'ing j.Ss together.

  • Weak horizontal and vertical range.
  • Hitbox is entirely enclosed by the hurtbox.
  • Self-cancels at least, can be useful to drag blocking airborne opponents back down.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
14 High/Air 5 8 11

Jam's farthest reaching air normal. Mediocre air-to-air. Gatling Options: j.P, j.S, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 4 5 9

One of the strongest rising air-to-airs in the game.

  • Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.
  • Combos both to and from j.P for hit confirmation.
  • Floats somewhat on hit with nonstandard hitstun for bigger conversions.
  • Little horizontal range, so ensure that you're close to them first.

Gatling Options: j.P, j.H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Launch 16

j.H

Damage Guard Startup Active Recovery On-Block Invuln
35 High/Air 7 10 16

Hits all around for crossups.

  • Large active window.
  • Confirms to 5F normals on air-to-ground.
  • Easily punished on IB if done from an IAD.

Gatling Options: j.S, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 17 6 25+4 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Down 26
  • Slams down opponent on hit
  • Groundbounces on CH

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

Average throw but with free followups. Gives a short superjump combo, but no knockdown without meter.

With FRC and/or cards, throw becomes a terrifying damage threat for Jam, leading to full conversions and a hard knockdown. Due to Jam's strength as a strike/throw character, throw FRC is her most important FRC to learn, as the threat of it leads to more value from her numerous frametraps. As a visual cue for the FRC window, the window appears when Jam has fully retracted her legs in her animation, as she's about to kick her opponent.

  • CH grants same followups as FRC, but more prorated.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6×2 Launch 38
  • FRC timing 43~44F
  • No prorate 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

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Leads to knockdown plus oki or cards. Gives a full, but prorated combo in the corner.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6, 7 50

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
20 All 13 6 12 -4 1~18F All
19~27F Throw

Typical Dead Angle but with 2S's good hitbox.

  • Always knocks down on hit
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Down 14
  • Jam is in crouching state during move

Special Moves

Banri Soushou

214H

Version Damage Guard Startup Active Recovery On-Block Invuln
214H 28 Mid 8 6 10 +5 1~13F, 22-23F Lower Body
14~21F Upper Body
214H > 214H 34 Mid 11 7 23 -11 1~8F Upper Body
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
214H 20 6 5 Stand 23 22
214H > 214H 20 6 5 19 48

214H:

  • Can cancel into followup 9F onwards

214H > 214H:

  • Can cancel into Hyappo Shinshou or Senri Shinshou 12-33F

Hyappo Shinshou

236S

Damage Guard Startup Active Recovery On-Block Invuln
20×4 Mid 17 2×4 25 -10 1~9F Low Profile
10~16F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6×4 6×4 4 Launch 28 16

Senri Shinshou

236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236H 20×3 Mid 24 2×3 28 -13 1~7F Strike
13~19F Low Profile
236H Crossup 20×3 Mid 26~31 2×3 24 -9 1~7F Strike
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236H 6×3 6×3 4 Launch 28 16
236H Crossup 6×3 6×3 4 Launch 28 16

236H:

  • FRC timing 21~24F

236H Crossup:

  • FRC timing 6~3F before active

Housai

214P

Damage Guard Startup Active Recovery On-Block Invuln
0 Air 31 1 19+26 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 1 Stagger 55 3
  • Jam is in CH state until landing
  • Jam is airborne 14F onwards
  • Recovery on hit is 25 frames (all airborne)

Juppo Senken

623P

Damage Guard Startup Active Recovery On-Block Invuln
13×11 Air FD, Mid×10 (100 pixels) 9 2×9(2)2(8)3 33 -20 1~9 All
27~41F Upper Body
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×10 7×11 3 14×10, Launch 14×10, 90 + WBounce
  • If the opponent is within range and can be thrown on 1F, Jam starts the attack
  • Otherwise Jam performs a whiff animation (total 40F)

Banri Senken

41236P

Damage Guard Startup Active Recovery On-Block Invuln
48 All 13 14 48 -35
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 Launch 30 + WStick 25
  • FRC timing 13~14F
  • Jam is in CH state during move

Mawarikomi

214K

Damage Guard Startup Active Recovery On-Block Invuln
Total 25 1~5F All
5~14F, 20~25F Above Feet
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
  • Can pass through opponent 2~14F

Shouen

623K

Damage Guard Startup Active Recovery On-Block Invuln
30×2 All 5 2(2)4 8+6 after landing +1
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6×2 5 19 18
  • FRC timing 9~11F
  • Jam is airborne 5F onwards
  • Auto Jump Install

Hochifu

546

Damage Guard Startup Active Recovery On-Block Invuln
1~8F Guard High

Parry. See this section for more details.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
  • 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

Force Breaks

FB Hyappo Shinshou

236D

Damage Guard Startup Active Recovery On-Block Invuln
65 Mid 14 3 15 +1 2F Upper Body
3~13F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
85% 14 6 5 Launch 60 + WStick 30
  • Dizzy modifier x1.25

Kenroukaku

623D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623D 15×7 Mid 7 2×5,3,10 23+6 after landing 1~13F Strike
j.623D 15×7 All 5 2×5,3,10 Until landing+6 1~11F Strike
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623D 10×7 3×7 Launch 75
j.623D 10×7 3×7 Launch 75

623D:

  • Jam is airborne 3F onwards
  • Dizzy modifier x0

j.623D:

  • Dizzy modifier x0

Overdrives

Geki: Hououshou

632146S

Damage Guard Startup Active Recovery On-Block Invuln
20×4, 32, 64 Mid 7+0 7 42 -27 1~8F Strike
9~43F Upper Body
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6×6 5 19×4, Stagger 35, Launch 150×4, 100×2

Geki: Renhoukyaku

632146H

Damage Guard Startup Active Recovery On-Block Invuln
100 All 20+0 8 31 -20 1~5F Throw
6~22F All
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 90 + WBounce

Geki: Saishinshou

236236H

Damage Guard Startup Active Recovery On-Block Invuln
50, 70 Mid 1+2 3,3 36 -20 1~8F Strike

Jam's third reversal super.

  • Three frame large grounded uppercut animation. Has strike invincibility during its entire active window.
  • Launches on hit for a full conversion with a 75% prorate.
  • Comes with an FRC point on the first hit for safety.
    • This FRC comes with the added bonus of 150% proration and stagger for big grounded followup damage.
  • Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
150%, Forced 75% 20×2 6×2 5 Stagger 35, Launch 90
  • FRC timing 3~4F

Geki: Youeikyaku

j.236236K

Damage Guard Startup Active Recovery On-Block Invuln
40, 26×N High/Air 9+0 Until landing 6 after landing 1~10F All
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7, 8×N 3, 1×N Stagger 30 90

Instant Kill

Gasenkotsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 11+6 12 22 -15 12~16F Strike

One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 54F


Combos

Combo Theory

Character Air hit 2H 6H > 214H followups Air hit 2H 6H Corner 6H > 214H > 214H > f.S Extra notes
A.B.A. YES 214H/c.S/f.S 236D NO NO -
Anji YES 214H/c.S/f.S YES NO -
Axl YES Not point blank/corner NO Point blank -
Baiken YES Second 214H whiffs YES NO -
Bridget YES NO Extremely low NO -
Chipp YES* NO NO NO *Doesn't work after a low 236D, use 41236P frc instead
Dizzy YES NO Really low NO -
Eddie YES* YES Really low NO *Doesn't work after a low 236D, use 41236P frc instead
Faust NO* 214H itself whiffs NO NO *2H works from wallsplat 236D
HOS YES* NO NO NO *Doesn't work from wallsplats
I-No YES* NO Really low NO *Doesn't work after a low 236D, use 5H(1) or just skip it instead
Jam NO 214H/c.S/f.S 236D YES Requires microdash, 2H works too -
Johnny YES 214H/c.S 236D/f.S 236D YES f.S/2H no dash -
Justice YES 214H/c.S/f.S 236D YES f.S/2H no dash -
Kliff YES 214H/c.S/f.S YES Requires microdash, 2H works too -
Ky YES 214H/c.S 236D/f.S 236D YES Microwalk f.S, really hard -
May YES NO YES NO -
Millia NO NO NO NO -
Potemkin YES 214H/c.S 236D/f.S 236D YES Microdash f.S/Instant 2H -
Robo Ky YES 214H/c.S 236D/f.S 236D YES Microwalk f.S* *Somehow easier than ky even though he's heavier???
Slayer YES f.S YES* NO *Doesn't work after a low 236D, use 5H(1) or just skip it instead
Sol YES* NO NO NO *Doesn't work from wallsplats
Testament YES 2 YES NO -
Venom YES 214H/c.S/f.S YES Dash f.S -
Zappa YES 214H/c.S/f.S 236D YES NO -


Full Frame Data

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 12 3 8 Mid 1 CSJR 1.44 3 3 4 +3 9 10 10 11
5K 12 5 7 90% Low 2 SR 2.64 5 4 7 +1 11 12 12 6
c.S 28 10 7 Mid 3 SJR 2.64 6 8 12 -6 13 14 14 13
f.S 30 10 7 Mid 3 SJR 2.64 6 5 10 -1 13 14 14 13
5H 24×3 14×2,20 6×3 Mid 4×2, 5 SR 3.84×3 13 3(3)3(3)3 15 +1 22~24F, 34~36F Upper Body
25~33F Low Profile
16×2, 18 Crouch 18×2, Crouch 20 16×2, 18 7×2, 15
5D 16 8 20 High 3 R 2.64 24 4 12 -2 13 Launch 48 14 13
6P 18×2 10, 14 7, 6 90% Mid 3, 4 SR 2.64×2 7 1(10)3 12 +2 1~7F Above Knees
8~20F Upper Body
13, 16 14, 17 14, 16 13, 14
6K 25 15 6 80% High 5 SR 3.84 17 8 17 -6 18 19 18 15
6H 34×2 20×2 6×2 Mid 5 SJR 3.84×2 16 3,3 16 0 18 19, Launch 28 18 15
2P 6 3 8 90% Mid 1 CSR 1.44 4 2 4 +4 9 10 10 11
2K 8 3 8 80% Low 1 CSR 1.44 5 3 9 -2 9 10 10 11
2S 26 10 7 80% Mid 3 SR 2.64 6 5 9 +0 13 14 14 13
2H 30 11 6 Low 4 SR 3.84 8 8 22 -13 16 17 16 14
2D 28 8 7 Low 3 SJRF 2.64 6 4 16 -6 13 14 14 13
j.P 11 3 8 High/Air 1 CSR 1.44 5 4 14 9 10 10 11
j.K 14 3 8 High/Air 1 SR 1.44 5 8 11 9 10 10 11
j.S 28 8 7 High/Air 3 SJR 2.64 4 5 9 13 Launch 16 13
j.H 35 8 7 High/Air 3 SR 2.64 7 10 16 13 14 14 13
j.D 40 8 7 High/Air 3 SR 2.64 17 6 25+4 after landing 13 Down 26 13

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 60 6×2 Forced 50% 43 pixels RF 4.00 Launch 38
Air Throw 60 6, 7 Forced 50% 88 pixels 5.98 50
Dead Angle Attack 20 10 7 50% All 3 R 0.52 13 6 12 -4 1~18F All
19~27F Throw
13 Down 14 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
214H Banri Soushou 28 20 6 Mid 5 R -/7.20 8 6 10 +5 1~13F, 22-23F Lower Body
14~21F Upper Body
20 Stand 23 22 15
214H > 214H Banri Soushou Followup 34 20 6 Mid 5 R -/7.20 11 7 23 -11 1~8F Upper Body 18 19 48 15
236S Hyappo Shinshou 20×4 6×4 6×4 Mid 4 R 4.00/7.20×4 17 2×4 25 -10 1~9F Low Profile
10~16F Strike
16 Launch 28 16 7
236H Senri Shinshou 20×3 6×3 6×3 Mid 4 RF 2.50/4.80×3 24 2×3 28 -13 1~7F Strike
13~19F Low Profile
16 Launch 28 16 7
236H Crossup Senri Shinshou Crossup 20×3 6×3 6×3 Mid 4 RF 2.50/4.80×3 26~31 2×3 24 -9 1~7F Strike 16 Launch 28 16 7
214P Housai 0 8 Air 1 R 2.00/7.20 31 1 19+26 after landing 9 Stagger 55 3 11
623P Juppo Senken 13×11 10×10 7×11 Air FD, Mid×10 (100 pixels) 3 R -/2.00 9 2×9(2)2(8)3 33 -20 1~9 All
27~41F Upper Body
13 14×10, Launch 14×10, 90 + WBounce 8×9, 13×2
41236P Banri Senken 48 10 7 All 3 F 3.00/1.20 13 14 48 -35 13 Launch 30 + WStick 25 13
214K Mawarikomi Total 25 1~5F All
5~14F, 20~25F Above Feet
623K Shouen 30×2 20×2 6×2 All 5 RF -/7.20×2 5 2(2)4 8+6 after landing +1 18 19 18 15
546 Hochifu -/4.00 1~8F Guard High

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D FB Hyappo Shinshou 65 14 6 85% Mid 5 R 0.40/- 14 3 15 +1 2F Upper Body
3~13F Strike
18 Launch 60 + WStick 30 15
623D Kenroukaku 15×7 10×7 3×7 Mid R 7 2×5,3,10 23+6 after landing 1~13F Strike Launch 75 6
j.623D Air Kenroukaku 15×7 10×7 3×7 All R 5 2×5,3,10 Until landing+6 1~11F Strike Launch 75 6

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146S Geki: Houshou 20×4, 32, 64 20 6×6 Mid 5 R 7+0 7 42 -27 1~8F Strike
9~43F Upper Body
18 19×4, Stagger 35, Launch 150×4, 100×2 0
632146H Geki: Renhoukyaku 100 20 6 All 5 20+0 8 31 -20 1~5F Throw
6~22F All
18 Launch 90 + WBounce 0
236236H Geki: Saishinhou 50, 70 20×2 6×2 150%, Forced 75% Mid 5 RF 1+2 3,3 36 -20 1~8F Strike 18 Stagger 35, Launch 90 15
j.236236K Geki: Youeikyaku 40, 26×N 8 7, 8×N High/Air 3, 1×N R 9+0 Until landing 6 after landing 1~10F All 13, 9×N Stagger 30 90 13, 5×N

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Gasenkotsu Fatal 20 All 5 11+6 12 22 -15 12~16F Strike 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Jam 5P.pngGuardMidStartup3Recovery4Advantage+3 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC Jam 2P.pngGuardMidStartup4Recovery4Advantage+4 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
6PGGAC Jam 6P.pngGuardMidStartup7Recovery12Advantage+2 2P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC Jam 5K.pngGuardLowStartup5Recovery7Advantage+1 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
2KGGAC Jam 2K.pngGuardLowStartup5Recovery9Advantage-2 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Special
6KGGAC Jam 2H.pngGuardHighStartup17Recovery17Advantage-6 - - c.S, f.S, 2S 5H, 6H 5D Special
c.SGGAC Jam cS.pngGuardMidStartup6Recovery12Advantage-6 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
f.SGGAC Jam fS.pngGuardMidStartup6Recovery10Advantage-1 - - 2S 5H, 2H, 6H 5D, 2D Jump, Special
2SGGAC Jam 2S.pngGuardMidStartup6Recovery9Advantage+0 - 5K, 2K - 5H, 2H, 6H 5D, 2D Special
5HGGAC Jam 5H.pngGuardMidStartup13Recovery15Advantage+1 - - f.S 6H 5D, 2D Special
2HGGAC Jam 236SK.pngGuardLowStartup8Recovery22Advantage-13 - - - 6H 5D, 2D Special
6HGGAC Jam EX 6H.pngGuardMidStartup16Recovery16Advantage0 - - - - - Jump (2nd hit), Special
5DGGAC Jam 5D.pngGuardHighStartup24Recovery12Advantage-2 - - - - - Homing Jump
2DGGAC Jam 2D.pngGuardLowStartup6Recovery16Advantage-6 - - - - - Jump, Special
Air Gatlings
P K S H D Cancel
j.PGGAC Jam jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Special
j.KGGAC Jam jK.pngGuardHigh/AirStartup5Recovery11Advantage- j.P - j.S j.H j.D Special
j.SGGAC Jam jS.pngGuardHigh/AirStartup4Recovery9Advantage- j.P - - j.H - Jump, Special
j.HGGAC Jam jH.pngGuardHigh/AirStartup7Recovery16Advantage- - - j.S - j.D Special
j.DGGAC Jam 214K.pngGuardHigh/AirStartup17Recovery25+4 after landingAdvantage- - - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

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 Jam Kuradoberi


To edit frame data, edit values in GGACR/Jam Kuradoberi/EX/Data.