GGACR/Jam Kuradoberi/EX/Data

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System Data

Defense:x1.06 Guts:3 Weight:Super Lightweight (x1.1) Stun Resistance:65 Prejump:3F Backdash:13F (1~>7F invuln) Wakeup Time:53F (Face Up)/ 50F (Face Down)


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
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
5K 12 Low 5 4 7 +1 2 normal 5 7 2.64 90% 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
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
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
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
5D 16 High 24 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
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 (1st hit max 41F, 2nd hit max 45F)


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
6K 25 High 17 8 17 -6 5 normal 15 6 3.84 80% SR 18 19 18 15
GGAC Jam 2H.png
GGACR Jam-EX 6K Hitbox 1.pngGGXXACPR Jam 2H-3-Hitbox.pngGGACR Jam-EX 6K Hitbox 2.png
Frames 17-18 • Frames 19-21 • Frames 22-24


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
6H 34×2 Mid 16 3,3 16 0 5 normal 20×2 6×2 3.84×2 SJR 18 19, Launch 28 18 15
GGAC Jam EX 6H.png
GGACR Jam-EX 6H Hitbox 1.pngGGACR Jam-EX 6H Hitbox 2.png
1st hit (Frames 16-18) • 2nd hit (Frames 19-21)


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
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
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
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 39F)


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
2H 30 Low 8 8 22 -13 4 normal 11 6 3.84 SR 16 17 16 14
GGAC Jam 236SK.png
GGACR Jam 236SK Hitbox 1.pngGGACR Jam 236SK Hitbox 2.pngGGACR Jam 236SK Hitbox 3.png
Frames 8-11 • Frames 12-13 • Frames 14-15
Staggers on ground CH (max 43F)


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
2D 28 Low 6 4 16 -6 3 normal 8 7 2.64 SJRF 13 14 14 13
GGAC Jam 2D.png
GGXXACPR Jam 2D-Hitbox.png
FRC timing 1~6F


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
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
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
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
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
j.D 40 High/Air 17 6 25+4 after landing 3 normal 8 7 2.64 SR 13 Down 26 13
GGAC Jam 214K.png
GGACR Jam-EX jD Hitbox 1.pngGGACR Jam-EX jD Hitbox 2.png
Frames 17-19 • Frames 20-22
Slams down opponent on hit, Groundbounces on CH


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
Ground Throw Ground Throw 60 43 pixels other 6×2 4.00 Forced 50% RF Launch 38
GGAC Jam throw.png
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

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
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
Dead Angle Attack DAA 20 All 13 6 12 -4 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

214H

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
Banri Soushou 214H 28 Mid 8 6 10 +5 5 special 20 6 -/7.20 1~13F, 22-23F Lower Body
14~21F Upper Body
R 20 Stand 23 22 15
GGAC Jam 6H.png
GGXXACPR Jam 6H-Hitbox.png
Can cancel into followup 9F onwards


214H > 214H

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
Banri Soushou Followup 214H > 214H 34 Mid 11 7 23 -11 5 special 20 6 -/7.20 1~8F Upper Body R 18 19 48 15
GGACR Jam EX 214H 214H.png
GGXXACPR Jam 6HH-1-Hitbox.pngGGXXACPR Jam 6HH-2-Hitbox.png
Followup: Frames 11-13 • Followup: Frames 14-17
Can cancel into Hyappo Shinshou or Senri Shinshou 12-33F


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
Hyappo Shinshou 236S 20×4 Mid 17 2×4 25 -10 4 special 6×4 6×4 4.00/7.20×4 1~9F Low Profile
10~16F Strike
R 16 Launch 28 16 7
GGAC Jam 236SS.png
"Hundred Steps Stinging Chime"
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
1st/3rd hit (Frames 17-18/21-22) • 2nd hit (Frames 19-20) • 4th hit (Frames 23-24)


236H

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
Senri Shinshou 236H 20×3 Mid 24 2×3 28 -13 4 special 6×3 6×3 2.50/4.80×3 1~7F Strike
13~19F Low Profile
RF 16 Launch 28 16 7
GGAC Jam 236SS.png
"Thousand Li Stinging Chime"
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
1st hit • 2nd hit • 3rd hit
FRC timing 21~24F


236H 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
Senri Shinshou Crossup 236H Crossup 20×3 Mid 26~31 2×3 24 -9 4 special 6×3 6×3 2.50/4.80×3 1~7F Strike RF 16 Launch 28 16 7
GGAC Jam 236SS.png
"Thousand Li Stinging Chime"
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
1st hit • 2nd hit • 3rd hit
FRC timing 6~3F before active


214P

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
Housai 214P 0 Air 31 1 19+26 after landing 1 special 8 2.00/7.20 R 9 Stagger 55 3 11
GGAC Jam EX 214P.png
GGACR Jam-EX 214P Hitbox.png
Jam is in CH state until landing, Jam is airborne 14F onwards, Recovery on hit is 25 frames (all airborne)


623P

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
Juppo Senken 623P 13×11 Air FD, Mid×10 (100 pixels) 9 2×9(2)2(8)3 33 -20 3 special 10×10 7×11 -/2.00 1~9 All
27~41F Upper Body
R 13 14×10, Launch 14×10, 90 + WBounce 8×9, 13×2
GGAC Jam 64641236PK.png
GGACR Jam-EX 623P Hitbox.png
First active
If the opponent is within range and can be thrown on 1F, Jam starts the attack, Otherwise Jam performs a whiff animation (total 40F)


41236P

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
Banri Senken 41236P 48 All 13 14 48 -35 3 special 10 7 3.00/1.20 F 13 Launch 30 + WStick 25 13
GGAC Jam EX 41236P.png
GGACR Jam-EX 41236P Hitbox 1.pngGGACR Jam-EX 41236P Hitbox 2.pngGGACR Jam-EX 41236P Hitbox 3.png
Frames 13-14 • Frames 15-16 • Frames 17-18
Hitbox occupies half of screen in latter part of actives
FRC timing 13~14F, Jam is in CH state during move


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
Mawarikomi 214K Total 25 special 1~5F All
5~14F, 20~25F Above Feet
GGAC Jam 236SP.png
"Wraparound"
GGACR Jam 236SP Hitbox.png
Changes slightly during move
Can pass through opponent 2~14F


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
Shouen 623K 30×2 All 5 2(2)4 8+6 after landing +1 5 special 20×2 6×2 -/7.20×2 RF 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)
FRC timing 9~11F, Jam is airborne 5F onwards, Auto Jump Install


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
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


Force Breaks

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
FB Hyappo Shinshou 236D 65 Mid 14 3 15 +1 5 forcebreak 14 6 0.40/- 85% 2F Upper Body
3~13F Strike
R 18 Launch 60 + WStick 30 15
GGAC Jam 236SS.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 x1.25


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
Kenroukaku 623D 15×7 Mid 7 2×5,3,10 23+6 after landing forcebreak 10×7 3×7 1~13F Strike R Launch 75 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 623D Hitbox.png
1st hit (Frames 7-8) • 2nd hit (Frames 9-10) • 3rd hit (Frames 11-12) • 4th hit (Frames 13-14) • 5th hit (Frames 15-16) • 6th hit (Frames 17-19) • 7th hit (Frames 20-29)
Jam is airborne 3F onwards, Dizzy modifier x0


j.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
Air Kenroukaku j.623D 15×7 All 5 2×5,3,10 Until landing+6 forcebreak 10×7 3×7 1~11F Strike R Launch 75 6
GGAC Jam 623K.png
"Sword Pavilion"
Dizzy modifier x0


Overdrives

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
Geki: Houshou 632146S 20×4, 32, 64 Mid 7+0 7 42 -27 5 super 20 6×6 1~8F Strike
9~43F Upper Body
R 18 19×4, Stagger 35, Launch 150×4, 100×2 0
GGAC Jam 632146S.png
GGACR Jam-EX 632146S Hitbox.png


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
Geki: Renhoukyaku 632146H 100 All 20+0 8 31 -20 5 super 20 6 1~22F All 18 Launch 90 + WBounce 0
GGAC Jam 632146H.png
GGACR Jam 632146H Hitbox.png


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
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
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)
FRC timing 3~4F


j.236236K

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
Geki: Youeikyaku j.236236K 40, 26×N High/Air 9+0 Until landing 6 after landing 3, 1×N super 8 7, 8×N 1~10F All R 13, 9×N Stagger 30 90 13, 5×N
GGAC Jam j2K.png
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)


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
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


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