GGReload/Jam Kuradoberi/Frame Data

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System Data

Defense Modifier: x1.06

Guts Rating: 1

Weight: Lightest (x1.10)

Stun Resistance: 65

Jump Startup: 3F

Backdash Time: 13F / Invul: 1~7F

Wake-Up (Face Up/Down): 39F / 36F


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 12 1.4 - - 1 Mid CSJR 3 3 4 +3
5K 12 2.6 - - 2 Low SR 4 4 6 +2
  • Hitstop 6F
  • Initial proration 90%
c.S 34 2.6 - - 3 Mid SJR 6 8 12 -6
f.S 34 2.6 - - 3 Mid SJR 6 3(1)1(1)1 9 -2
  • Max 1 hit
5H 24*3 3.8 - - 4,4,5 Mid SR 13 3(3)3(3)3 15 +1
  • 1st and 2nd hit have hitstop 7F
  • 25-33F Low profile
  • Forces opponent into crouching state on ground hit
5D 16 2.6 - - 3 High R 22 4 12 -2
6P 18*2 2.6,3.8 - - 3,4 Mid SR 9 1(10)3 12 +2
  • 1-9F Above knees ivn
  • 10-22F Upper body inv
  • Staggers opponent on ground CH (each hit max 45F)
6K 16,26 2.6,3.8 - - 2,4 Mid SJR 6 4(6)8 20 -11
  • 1st hit hitstop 6F
  • Forces opponent into standing state on ground hit
6H 30*2 3.8 - - 5 All R 5 2(2)4 15+6L -6
  • 5-27F Airborne
  • 5F onwards lower body inv
2P 6 1.4 - - 1 Mid CSR 4 2 4 +4
  • Initial proration 90%
2K 8 1.4 - - 1 Low CSR 5 3 9 -2
  • Initial proration 80%
2S 26 2.6 - - 3 Mid SR 6 5 9 ±0
  • Staggers opponent on CH (max 39F)
2H 20*2 3.8 - - 4 Mid SR 9 4,4 25 -12
2D 28 2.6 - - 3 Low SJRF 6 4 16 -6
j.P 11 1.4 - - 1 High, Air CSR 5 4 16 16
j.K 14 1.4 - - 1 High, Air SR 5 8 11 11
j.S 12 2.6 - - 3 High, Air SJR 5 5 9 9
  • Floats opponent on hit
j.H 28 2.6 - - 3 High, Air SR 5 10 16 16
j.D 35 2.6 - - 3 High, Air SR 7 3(6)6 16+4L -
  • 2nd hit floats and wall bounces opponent on hit
Ground Throw 60 - - - - - RF - - - -
  • Floats opponent on hit
Air Throw 60 - - - - - - - - - -
DAA 16 2.6 - - 3 All R 13 6 12 -4
  • Total 30F
  • 1-18F Full inv
  • 19-27F Throw inv
  • Knocks down opponent on ground hit
  • Initial proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
K Breath of Asanagi
22K
- - - - - - - - - Total 64 -
  • Jam gains a charge on 64F, even if she is hit afterwards
  • Powers up Ryuujin
  • Can stock 3 charges max
S Breath of Asanagi
22S
- - - - - - - - - Total 68 -
  • Jam gains a charge on 68F, even if she is hit afterwards
  • Powers up Gekirin
  • Can stock 3 charges max
H Breath of Asanagi
22H
- - - - - - - - - Total 61 -
  • Jam gains a charge on 61F, even if she is hit afterwards
  • Powers up Kenroukaku
  • Can stock 3 charges max
Ryuujin
236K
64 2.5/8.4 - - 5 Mid R 17 6 31+11L -29
  • Jam is in crouching state during landing recovery
  • 1-4F Strike inv
  • 7-8F Low profile
  • 9F onwards airborne
  • Floats opponent on hit
  • Wall bounces opponent on CH
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
Air Ryuujin
j.236K
66 2.0/7.4 - - 5 All R 9 6 Until L+11 -
  • Jam is in crouching state during landing recovery
  • Floats opponent on hit
  • Wall bounces opponent on CH
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Ryuujin (Followup)
623K or 214K > 236K
28 0.0/1.2 - - 5 All R 9 6 Until L+14 -
  • Jam is in crouching state during landing recovery
  • Floats opponent on hit
  • Wall bounces opponent on CH
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Ryuujin (Powered Up)
236K
100 2.5/8.4 - - 5 Mid R 16 16 19+13L -
  • Jam is in crouching state during landing recovery
  • 1-4F Strike inv
  • 7-8F Low profile
  • 9-16F Strike inv
  • 9F onwards airborne
  • Card consumed on 9F
  • Knocks down opponent on hit
  • Wall bounces opponent on CH
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
Air Ryuujin (Powered Up)
j.236K
98 2.0/7.2 - - 5 All R 11 16 Until L+13 -29
  • Jam is in crouching state during landing recovery
  • 1-8F Strike inv
  • Card consumed on 1F
  • Knocks down opponent on hit
  • Wall bounces opponent on CH
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Ryuujin (Powered Up, Followup)
623K or 214K > 236K
66 0.0/1.2 - - 5 All R 11 16 Until L+15 -
  • Jam is in crouching state during landing recovery
  • 1-8F Strike inv
  • Card consumed on 1F
  • Knocks down opponent on hit
  • Wall bounces opponent on CH
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Gekirin
214K
40 2.5/4.8 - - 3 High, Air R 19 13 3+10L -9
  • Jam is in crouching state during landing recovery
  • 1-5F Strike inv
  • 4F onwards airborne
  • Floats opponent on hit
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Air Gekirin
j.214K
30 1.5/4.8 - - 3 High, Air R 16 13 Until L+10 -
  • Jam is in crouching state during landing recovery
  • Floats opponent on hit
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Gekirin (Followup)
236K or 623K > 214K
16 0.0/4.8 - - 1 High, Air R 17 13 Until L+16 -
  • Jam is in crouching state during landing recovery
  • 1F onwards airborne
  • Floats opponent on hit
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Gekirin (Powered Up)
214K
32*3 2.5/4.8 - - 3 High, Air R 18 3,4,6 4+10L -6
  • Jam is in crouching state during landing recovery
  • 1-5F Strike inv
  • 4F onwards airborne
  • Card consumed on 4F
  • Knocks down opponent on hit
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Air Gekirin (Powered Up)
j.214K
28*3 1.5/4.8 - - 3 High, Air R 15 3,4,6 Until L+10 -
  • Jam is in crouching state during landing recovery
  • Card consumed on 1F
  • Knocks down opponent on hit
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Gekirin (Followup, Powered Up)
236K or 623K > 214K
24*3 0.0/4.8 - - 3 High, Air R 12 3,4,6 Until L+16 -
  • Jam is in crouching state during landing recovery
  • 1F onwards airborne
  • Card consumed on 1F
  • Knocks down opponent on hit
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Kenroukaku
623K
14*5 2.5/2.4 - - 3 Mid R 7 4,4,5,10 21+6L -36
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 1-6F Strike inv
  • 3F onward airborne
Air Kenroukaku
j.623K
12*5 1.5/2.4 - - 3 All R 5 4,4,5,10 Until L+6 -
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 3-4F Strike inv
  • Floats opponent on hit
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • On air hit, dizzy modifier x0.38
  • Minimum height requirement
Kenroukaku (Followup)
236K or 214K > 623K
8*3 0.0/2.4 - - 3 All R 5 4,4,5,10 Until L+16 -
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 3-4F Strike inv
  • Floats opponent on hit
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • On air hit, dizzy modifier x0.38
  • Minimum height requirement
Kenroukaku (Powered Up)
623K
15*8 2.5/2.4 - - 3 Mid R 7 2*8 23+6L -34
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 1-13F Strike inv
  • 3F onward airborne
  • Card consumed on 3F
  • Knocks down opponent on hit
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • Dizzy modifer x0.25
Air Kenroukaku (Powered Up)
j.623K
16*8 1.5/2.4 - - 3 All R 5 2*8 Until L+6 -
  • Hitstop 6
  • Jam is in crouching state during landing recovery
  • 1-11F Strike inv
  • 1F onwards airborne
  • Card consumed on 1F
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • Dizzy modifer x0.25
  • Minimum height requirement
Kenroukaku (Followup, Powered Up)
236K or 214K > 623K
14*8 0.0/2.4 - - 3 All R 5 2*8 Until L+16 -
  • Hitstop 6
  • Jam is in crouching state during landing recovery
  • 1-11F Strike inv
  • Card consumed on 1F
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • Minimum height requirement
Bakushuu
236S
- 2.0/- - - - - - - - Total 46 -
  • 8-23F Above feet inv
  • 24-31F Low profile
  • 8-26F can cancel into followups
  • Jam is in CH state during move
Mawarikomi
236S > P
- - - - - - - - - Total 25 -
  • 1-14F, 20-25F Above feet inv
  • 2-14F can pass through opponent
Ashiharai
236S > K
30 -/2.6 - - 3 Low R 8+9 8 22 -16
  • Staggers opponent on hit (max 35F)
  • 9-30F Low profile
  • Jam is in CH state during recovery
  • 2-38F can cancel into followups
Hyappo Shinshou
236S > S
50 2.0/2.4 - - 5 Mid R 8+17 3 15 +1
  • Floats opponent on hit
  • Wall bounces opponent on CH
  • Initial proration 75%
Senri Shinshou
236S > H
50 2.5/7.2 - - 5 Mid R 8+23 3 12 +4
  • 13-18F Low profile
  • Wall bounces opponent on hit
  • Knocks down opponent on CH
  • Dizzy modifier x2
  • Initial proration 75%
  • 1-10F can pass through opponent
  • If Jam passes through opponent, performs Senri Shinshou (Crossup) instead
Senri Shinshou (Crossup)
236S > H
50 2.5/4.8 - - 5 Mid RF 8+28 3 15 +1
  • Startup varies with distance from opponent
  • Low profile for 6F while Jam reverses direction
  • Wall bounces opponent on hit
  • Knocks down opponent on CH
  • Dizzy modifier x2
  • Initial proration 75%
Houeikyaku
j.2K
10*3 1.5/3.6,1.8*3 - - 4,1 High, Air R 10 Until L 6L -
  • 2nd hit onwards have hitstop 5F, Attack Lv 1
  • Fastest TK version has total startup 13F, Frame adv +8F
  • Initial proration 80%
  • Minimum height requirement
Hochifu
546
- - - - - - - - - - -
  • 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

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Choukyaku Hououshou
632146S
20,9*10,40,80 - - - 5*2 Mid R 7+0 19 24 -26
  • 2nd-11th hits hitstop 6F
  • 1-10F Strike inv
  • 32-43F Low profile
  • Knocks down opponent on hit
  • Dizzy modifier x0
Renhoukyaku
632146H
18*13 - - - 3 All - 20+0 48 6 -14
  • Frame adv when opponent is in the corner: +6F
  • Hitstop 0
  • 1-5F Throw inv
  • 6-19F Full inv
  • 20-22F Strike inv
  • Floats opponent on hit
Geki: Saishinhou
236236H
50,70 - - - 5 Mid R 1+2 3,3 36 -20
  • 1-8F Strike inv
  • 1st hit staggers opponent on hit (max 35F)
  • 2nd hit floats and knocks down opponent
  • 1st hit initial prorate 150%
  • 2nd hit forced prorate 75%

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Gasenkotsu
in IK Mode: 236236H
DESTROY - - - - All - 11+6 12 22 -15
  • IK Mode activation: 54F
  • 12-16F Strike inv

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
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 Jump, Sp
5K 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6K 2P 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S - 5K, 2K - 5H, 2H, 6H 5D, 2D Sp
5H - 6K - 6H - Sp
6H - - - - - -
2H - - - 6H - Jump, Sp
5D - - - - - Homing Jump
2D - - - - - Jump, Sp
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 j.H j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGReload/Jam Kuradoberi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

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