GGAC/Jam Kuradoberi/Frame Data

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Normals[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 12 1.44 3 9 1 HLF cCJR 3 3 4 +3 --
K 12 2.64 5 7 2 LF CR 5 4 7 +1
  • Hit stop 6
  • Prorates 90%
  • In CH state till end of recovery
c.S 28 2.64 10 7 3 HLF CJR 6 8 12 -6 --
f.S 30 2.64 10 7 3 HLF CJR 6 5 10 -1 --
H 24x3 3.84x3 14x2,20 6x3 4x2,5 HLF CR 13 3(3)3(3)3 15 +1
  • 22~24, 34~36 upper body invincibility
  • 25~33 low stance
  • Forces opponent to crouch on hit
  • 3rd hit causes vacuum effect
  • 1st and 2nd hits: hit stop 7
6P 18x2 2.64x2 10,14 7,6 3,4 HLF CR 7 1(10)3 12 +2
  • 1~7 above the knees, 8~20 upper body invincibility
  • 25~33 low stance
  • Staggers on ground CH (1st hit max: 41F, 2nd hit max: 45F)
6K 16,26 2.64,3.84 10x2 7x2 3 HLF CJR 6 4(6)8 20 -14
  • Forces opponent to stand on hit
  • 1st hit: hit stop 6
6H 28 3.84 20 6 5 HLF R 18 6 10 +5
  • 1~23 lower body (can be hit on the back leg) and throw invincibility
  • 24-31 above the knees invincibility
  • 32~33 lower body invincibility except for the back leg
  • Forces opponent to stand on hit, causes 23F of hit stun
  • Untechable on air hit for 22F
  • On block, inflicts 20F of blockstun
  • 19~32 can cancel into H follow-up
6H > H 58 3.84 20 6 5 HLF R 10 7 23 -11
  • 1~6 invincibility above the knees
  • Upper body invincibility on frame 7
  • Causes wall stick effect on hit (untechable for 48F, stick for 24F)
Dust 16 2.64 8 20 3 HF R 24 4 12 -2 --
DAA 20 2.64 10 7 3 Any R 13 6 12 -4
  • Total animation length: 30F
  • 1~18 invincible
  • 19~27 invincible to throws
  • Causes knockdown on ground hit. Jam is crouching during the move
  • Prorates 50%
2P 6 1.44 3 8 1 HLF cCR 4 2 4 +4
  • Prorates 90%
2K 8 1.44 3 8 1 LF cCR 5 3 9 -2
  • Prorates 80%
2S 26 2.64 10 7 3 HLF CR 6 5 9 +0
  • Staggers on ground hit (max: 39F)
  • Prorates 80%
2H 20x2 3.84x2 14,14 6x2 4 HLF CR 9 4,4 25 -12
  • Vacuum effect on air hit (untechable for 25F)
2D 28 2.64 8 7 3 LF CJRF 6 4 16 -6
  • FRC timing: 1~6
j.P 11 1.44 3 8 1 HA cCR 5 4 14 -- --
j.K 14 1.44 3 8 1 HA CR 5 8 11 -- --
j.S 28 2.64 10 7 3 HA CJR 4 5 9 --
  • Floats on hit (untechable for 16F)
j.H 35 2.64 10 7 3 HA CR 7 10 16 -- --
j.D 16,28 2.64x2 10x2 7x2 3 HA CR 7 3(4)6 16 --
  • 2nd hit floats on normal hit (untechable for 24F)
  • 2nd hit wall bounces on CH (untechable for 60F)
  • 4 additional frames of recovery after landing
Throw 60 4.00 -- 6x2 -- 43dot RF -- -- -- --
  • Floats on hit (untechable for 38F)
  • Normally has forced proration of 50%
  • If throw is FRC'd, forced proration 70%
  • FRC timing: 43~44
  • 17F to hit the opponent after the throw before they can tech normally, 16F if FRC'd. When FRC'd, throw does 0 damage
Air Throw 60 5.98 -- 6,7 -- 88dot -- -- -- -- --
  • Untechable for 50F. Forced proration 50%

Specials[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Asanagi no Kokyuu
22K,S,orH
- - - - - - - - - Total: 57 -
  • Jam gets a charge on frame 57
  • Can store up to 3 charges for each special at max
  • *Not in Mook* K for Ryuujin, S for Gekirin, H for Kenroukaku
Ryuujin
236K
50 2.50/8.40 20 6 5 HLF R 17 6 25+11 Landing -23
  • 1~4 invincible to strikes
  • 7~8 low stance
  • Airborne from frame 9 on
  • Wall bounces on hit (untechable for 36F)
  • see notes *1
Ryuujin (Air)
j.236K
52 2.00/7.20 20 6 5 Any R 9 6 11 Landing -
  • Floats on normal hit (untechable for 36F)
  • Has a minimum height requirement
  • see notes *1
Ryuujin (Charged)
236K
66 -/12.00 20 15 5 Any R 11 16 17 Landing -
  • 1~9 invincible to strikes
  • Airborne from frame 1 on
  • Causes wall stick on hit (untechable for 80F, stick lasts 35F)
  • Consumes one charge stock on frame 1
  • see notes *1
Gekirin
214K
42 2.00/4.80 10 7 3 HA R 19 13 3+10 Landing -9
  • Airborne from frame 4 on
  • Floats on hit (untechable on ground hit for 28F)
  • Startup to hit a crouching opponent is 21F (tested on Sol)
  • see notes *1
Gekirin (Air)
j.214K
38 1.50/3.60 10 7 3 HA R 17 13 10 Landing -
  • Causes ground bounce on hit (untechable for 35F)
  • Has a minimum height requirement
  • see notes *1
Gekirin (Charged)
214K
21x2 -/4.80x2 10x2 11 3 HA R 12 3,4,6 12 Landing -
  • Airborne from frame 1 on. Floats on hit (untechable for 60F)
  • Uses up a charge stock on frame 1
  • see notes *1
  • Charged Gekirin cancelled from point blank 2D(sweep) has a startup of 18F to hit a crouching opponent (tested on Sol)
Kenroukaku
623K
14x4 2.00/2.40x4 10x4 3x4 3 HLF R 7 4,4,5,10 21+6 Landing -36
  • 1~10 invincible to strikes
  • Airborne from frame 3 on. Floats on hit (untechable for 22F)
  • Hit stop 6
  • Dizzy modifier x0.375
  • see notes *1
Kenroukaku (Air)
j.623K
12x3 1.50/1.80 10x3 3x3 3 Any R 5 4,4,5,10 6 Landing -
  • 2~3 invincible to strikes
  • Floats on hit (untechable for 22F)
  • Hit stop 6
  • Dizzy modifier x0.375
  • Has a minimum height requirement. Max of 3 hits
  • see notes *1
Kenroukaku (Charged)
623K
15x7 -/2.40 10x7 4x7 3 Any R 5 2x6,11 11 Landing -
  • 1~17 invincible to strikes
  • Airborne from frame 1 on
  • Floats on hit (untechable for 60F)
  • Hit stop 6
  • Dizzy modifier x0.25
  • Uses up a charge stock on frame 1
  • see notes *1
Bakushuu
236S
- 2.00/- - - - - - - - Total: 46 -
  • 8~23 invincible above the feet
  • 24~31 low stance
  • In CH state till Bakushuu ends
  • 6~24 can perform any of the follow-ups (Mawarikomi, Ashiharai, Hyappo Shinshou, FB Hyappo Shinshou, Senri Shinshou)
Mawarikomi
236S~P
- - - - - - - - - Total: 26 -
  • 2~15, 21~26 invincible above the feet
  • 2~14 can pass through opponent
Ashiharai
236S~K
30 -/7.20 8 - 3 LF R 10 8 22 -16
  • 10~31 low stance
  • Staggers on ground hit (max: 35F)
  • In CH state till end of recovery
  • 3~38 can perform follow-ups
Hyappo Shinshou
236S~S
50 -/7.20 14 7 5 HLF R 18 3 15 +1
  • Floats on normal hit (untechable for 26F)
  • Wall bounces on CH (untechable for 64F)
  • Prorates 75%
Senri Shinshou
236S~H
50 -/14.40 14 6 5 HLF RF 24 3 12 +4
  • 14~19 low stance
  • Wall bounces on hit (untechable for 40F)
  • Dizzy modifier x1.375
  • Prorates 75%
  • FRC timing: 21~24
  • 2~11 can pass through opponent
  • If Jam passes through opponent, she performs Senri Shinshou (Crossup)
Senri Shinshou (Crossup)
236S~H
50 -/9.60 14 6 5 HLF R 29~ 3 15 +1
  • Low stance for 6F while Jam reverses direction
  • Wall bounces on hit (untechable for 32F)
  • Dizzy modifier x1.5
  • Prorates 75%
  • Startup varies depending on distance from opponent
Hochifu (Parry)
N46
- -/4.00 - - - - - - - - -
  • Will parry any attack that can be blocked high if it hits within 8F after parry input
  • Pressing any other stick 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 hit stop ends
Houeikyaku
j.2K
16,10xn 1.50/3.60,1.8xn 14xn 6,8xn 4,1xn HA R 10 Till Landing 6 Landing +8
  • All hits other than the 2nd have hit stop 5
  • 1st hit prorates 80%
  • Has a minimum height requirement
  • 2nd hit will only trigger if the 1st hit connects
  • Listed SD is for a Houeikyaku performed as low to the ground as possible (startup of 14F)
Choujin
236P
- 0.5/- - - - - F - - Total: 41 -
  • Airborne from frame 1 on
  • Foot invincibility from frame 6 on
  • 1~17 can pass through opponent
  • In CH state from frames 1~5
  • Additional 2 frames of recovery after landing
  • FRC timing: 6~9
  • Auto jump Installs
  • From frame 20 on, can perform any action other than blocking or FD
Choujin (Air)
j.236P
- 0.5/- - - - - F - - 2 Landing -
  • 1~18 can pass through opponent and in CH state
  • Cannot be used after a double jump
  • From frame 22 on, can perform any action other than blocking or FD
  • FRC point on frames 6~8
*1: Jam is crouching after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).

Force Breaks[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Asanagi no Kokyuu - Kyoku
22D, (P,K or S)x2
- - - - - - - - - Total: 64 -
  • 5~52 can gain up to a maximum of 2 charges
  • Jam gains a charge stock when you press a button (P,K, or S)
  • see notes *2
Hyappo Shinshou
236S~D
65 - 14 6 5 HLF R 14 3 15 +1
  • Low stance on frame 2
  • 3~13 invincible to strikes
  • Wall stick on hit (untechable for 60F, stick 30F)
  • Dizzy modifier x1.25
  • Prorates 85%
*2: -NOT IN THE MOOK- Taken from a Japanese wiki. K charges Ryuujin, S Gekirin, H Kenroukaku.
First two button presses determine the charges you receive, except in two special cases.
Examples:
  • If you have zero charge (normal case): Pressing K, K, S (in that order) gets you 2 charges of Ryuujin (S input ignored.)
  • If you have two charges of Ryuujin, and no other charges then pressing K,K,S gets you one charge of Ryuujin (total of 3) and one charge of Gekirin.
  • If you have 3 charges of Ryuujin, pressing K,K,S,S gets you no charges at all.
  • So only if the 1st charge is a success can you afford to waste inputs on overcharging.

Overdrives[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Renhoukyaku
632146H
18x9 - 6x9 3x9 2 Any - 10+ 0 After Super Flash 32 17 -7
  • 1~10 invincible to strikes
  • Floats (untechable for 28F)
  • Causes vacuum effect on hit or block
  • Hit stop 0
  • Opponent's inputs are frozen after the super flash until the 2nd active frame
Choukyaku Hououshou
632146S
20,9x10,40,80 - 20 6,2x10,6x2 5,3x10,5x2 HLF R 7+0 After Super Flash 21 24 -26
  • 1~8 invincible to strikes. 9~29 foot invincibility
  • 30~40 low stance
  • Hits 12~13 float
  • Hit stop 0
  • Hits 2~11 have hit stop 6
  • 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0
  • Untechable on air hit: 1st hit: 18F, hits 2-11: 40F, 12th hit: 80F, 13th hit: 114F
  • Opponent's inputs are frozen after the super flash until the 2nd active frame
Geki: Saishinhou
236236H
50,70 - 20x2 6x2 5 HLF RF 1+2 After Super Flash 3,3 36 -20
  • 1~8 invincible to strikes
  • 1st hit staggers on ground hit (max: 35F)
  • 2nd hit floats
  • Both hits are untechable on air hit for 90F
  • 1st hit prorates 150%
  • 2nd hit forced proration 75%
  • FRC timing: 3~4
Tousai Hyakuretsuken
64641236P+K
1x100 - 20 1,0x99 5,1x99 Any - 7+29 After Super Flash 14 27 -22
  • 1~6 invincible to strikes
  • 36~51 foot invincibility
  • 52~67 low stance
  • Causes knockdown on hit
  • 2nd hit onwards only trigger if the 1st hit connects
  • Costs 100% Tension

Instant Kill[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Gasenkotsu
In IK mode: 236236H
Fatal - 20 - - Any - 11+6 After Super Flash 12 22 -15
  • IK preparation animation: 54F
  • 12~16 invincible to strikes

Gatling Table[edit]

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
6P 2P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp.
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
5K 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
6K 2P 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
2K 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
f.S --- --- 2S 5H, 2H, 6H 5D, 2D j, Sp.
2S --- 5K, 2K --- 5H, 2H, 6H 5D, 2D Sp.
5H --- 6K --- 6H --- Sp.
6H --- --- --- 6HH --- ---
6HH --- --- --- --- --- ---
2H --- --- --- 6H --- j, Sp.
5D --- --- --- --- --- Homing Jump
2D --- --- --- --- --- j, Sp.
j.P j.P j.K j.S j.H j.D Sp.
j.K j.P --- j.S j.H j.D Sp.
j.S j.P --- --- j.H j.D j, Sp.
j.H --- --- --- --- --- Sp.
j.D --- --- --- --- --- Sp.
Guilty Gear XX Accent Coree
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc

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