GGXRD-R2/Jam Kuradoberi

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< GGXRD-R2
Revision as of 03:43, 13 February 2019 by 173.34.208.255 (talk) (→‎5P)
Jam Kuradoberi
GGXRD-R Jam Portrait.png
Movement Options
Double jump, 1 airdash, Run type dash
Play-style
Rushdown, Power-up

Overview

Kung-fu master chef with horrible luck regarding her restaurants - she hunts dragons for ingredients and people for money. Being a rare wielder of KI she's one of the stronger humans in the GG universe and fights with her expert martial arts instead of weapons.

Her unique mechanic revolves around her ability to power up her kick specials, giving them different properties on hit. Similar to Sin she can cancel these kick specials into other kick specials - up to 3 times. They also gain different properties if done during airdashing, giving her a lot of flexibility in one button.

Strengths/Weaknesses

Strengths Weaknesses
  • Fast grounded and air normals
  • Very fast and agile character with evasive movement options
  • Strong grab that leads to combos and a lot of damage with 50 tension
  • Carded specials always gives hard knockdowns no matter when or where they hit
  • Flexible pressure game that can build RISC very fast
  • Very good DP with card
  • Above average tension gain
  • Decent parry
  • Easy execution and gameplan
  • Ryuujin!
  • Character discord has a cooking channel
  • Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops
  • DP requires card to extend invincibility to active frames
  • Below average combo-damage without carded specials
  • 3f normal can be crouched by most of the cast making its usefulnes situational
  • Divekick can often be better on block than hit, especially bad on counter
  • Annoying Voice


Normal Moves

5P
5P
GGXRD Jam 5P.png
Slap!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 3 3 7 ±0 0 3 8 CSJ YRP 144
GGXRD Jam 5P.png
GGXRD Jam 5P hitbox.png

{{{text}}}

5K
5K
GGXRD Jam 5K.png
The god-button
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 4 4 6 +2 1 6 7 S YRP 264 Initial: 80%
GGXRD Jam 5K.png
It's my turn now.
GGXRD Jam 5K hitbox.png
Hitstop 6F, on CH 7F

{{{text}}}

c.S
c.S
GGXRD Jam cS.png
Elbow of justice
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 6 8 12 -6 2 10 7 JS YRP 264
GGXRD Jam cS.png
GGXRD Jam cS hitbox.png


{{{text}}}

f.S
f.S
GGXRD Jam fS.png
Rock!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 6 5 11 -2 2 10 7 JS YRP 264
GGXRD Jam fS.png
GGXRD Jam fS hitbox.png

{{{text}}}

5H
5H
GGXRD Jam 5H.png
Pinwheel
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24×3 Mid 13 3(3)3(3)3 15 +1 3,3,4 14×2, 20 6×3 S YRP 384 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
GGXRD Jam 5H.png
GGXRD Jam 5H hitbox1.pngGGXRD Jam 5H hitbox2.pngGGXRD Jam 5H hitbox3.png
Forces opponent into crouching state on standing hit
Hitstop 7F per hit on normal hit
Hitstop 11F for hits 1 and 2 on CH, 13F for 3rd hit


{{{text}}}

5D
5D
GGXRD Jam 5D.png
Stubby
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High 25 4 12 -2 2 10 20 YRP 264 Initial: 80%
GGXRD Jam 5D.png
GGXRD Jam 5D hitbox1.pngGGXRD Jam 5D hitbox2.png


{{{text}}}

6P
6P
GGXRD Jam 6P.png
Fist in face
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×2 Mid 9 3(6)3 12 +2 2,3 10, 14 7,6 S YRP 264,384 1-5F Upper Body
6-14 Above Knees
GGXRD Jam 6P.png
GGXRD Jam 6P hitbox1.pngGGXRD Jam 6P hitbox2.png
1st hit stagger opponent on CH (Max 31F, min 15F)
2nd hit stagger opponent on CH (Max 32F, min 15F)


{{{text}}}

6K
6K
GGXRD Jam 6K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,26 Mid 6 4(6)12 20 -18 1,2 6,10 7×2 JS YRP 264
GGXRD Jam 6K.png
You probably wanted to do dash 5K, but got this instead.
GGXRD Jam 6K hitbox1.pngGGXRD Jam 6K hitbox2.pngGGXRD Jam 6K hitbox3.png
Forces opponent into standing state on crouching hit
Hitstop 6F, 7F on CH

{{{text}}}

6H
6H
GGXRD Jam 6H.png
The Big Swing!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 14 3 22 -6 4 20 6 S YRP 384 4-6 Lower Body
7-13F Foot
GGXRD Jam 6H.png
Haymaker normal
GGXRD Jam 6H hitbox.png
Blows opponent away on hit
Wall bounces opponent on CH
On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F


{{{text}}}

2P
2P
GGXRD Jam 2P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
6 Mid 4 2 7 +3 1 6 7 CS YRP 264 Initial: 90%
GGXRD Jam 2P.png
GGXRD Jam 2P hitbox.png
Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards

{{{text}}}

2K
2K
GGXRD Jam 2K.png
Get low
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Low 5 3 9 ±0 1 6 7 CS YRP 264 Initial: 85% 3-12F Upper Body
GGXRD Jam 2K.png
GGXRD Jam 2K hitbox.png


{{{text}}}

2S
2S
GGXRD Jam 2S.png
Stop pressing buttons!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 6 5 9 ±0 2 10 7 S YRP 264 Initial: 85%
GGXRD Jam 2S.png
Auto wins trades
GGXRD Jam 2S hitbox.png
Staggers opponent on ground CH (Max 38F, Min 18F)


{{{text}}}

2H
2H
GGXRD Jam 2H.png
Get over here!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28,20 Mid 11 8(6)4 13 ±0 3 14 6 S YRP 384
GGXRD Jam 2H.png
GGXRD Jam 2H hitbox1.pngGGXRD Jam 2H hitbox2.pngGGXRD Jam 2H hitbox3.pngGGXRD Jam 2H hitbox4.pngGGXRD Jam 2H hitbox5.pngGGXRD Jam 2H hitbox6.png
Pulls in opponent on ground hit
Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)


{{{text}}}

2D
2D
GGXRD Jam 2D.png
Get lower
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 6 4 16 -6 2 10 7 JS YRP 264 4-9 Low Profile
GGXRD Jam 2D.png
GGXRD Jam 2D hitbox.png
Knocks down opponent on ground hit (Face Down)


{{{text}}}

j.P
j.P
GGXRD Jam jP.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11 High/Air 6 4 16 1 6 7 CS YRP 264
GGXRD Jam jP.png
GGXRD Jam jP hitbox.png

{{{text}}}

j.K
j.K
GGXRD Jam jK.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 High/Air 5 8 11 1 6 7 S YRP 264
GGXRD Jam jK.png
Millia players weep.
GGXRD Jam jK hitbox.png

{{{text}}}

j.S
j.S
GGXRD Jam jS.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 5 5 9 2 10 7 JS YRP 264
GGXRD Jam jS.png
Legitimately her best anti-air
GGXRD Jam jS hitbox1.pngGGXRD Jam jS hitbox2.png
Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH


{{{text}}}

j.H
j.H
GGXRD Jam jH.png
They told her she could be anything, so she became a hitbox
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 High/Air 5 10 16 2 10 7 S YRP 264
GGXRD Jam jH.png
They told her she could be anything, so she became a hitbox.
GGXRD Jam jH hitbox1.pngGGXRD Jam jH hitbox2.pngGGXRD Jam jH hitbox3.pngGGXRD Jam jH hitbox4.pngGGXRD Jam jH hitbox5.png
Active frames 1~2 • Active frames 3~4 • Active frames 5~6 • Active frames 7~8 • Active frames 9~10

{{{text}}}

j.D
j.D
GGXRD Jam jD.png
Upkicks!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,28 High/Air 7 3(6)6 16 2 10 7 S YRP 264
GGXRD Jam jD.png
You really just wanted to Counter Hit with the second hit, didn't you?
GGXRD Jam jD hitbox1.pngGGXRD Jam jD hitbox2.png
1st hit launches opponent (untechable for 14F, 28F on CH)
2nd hit blows away opponent (untechable for 24F)
2nd hit blows away and wall bounces opponent on CH (untechable for 60F)


{{{text}}}

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Jam GroundThrow.png
AHAHAHAHA~!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,20,31 Ground Throw: 70000 1 1 +18 0,0,4 6,0,0 R 0,480,0 Forced: 90%, 55%
GGXRD-R Jam GroundThrow.png
Floats opponent on hit, untechable for 52F
Proration values work out to be 55% after both hits

{{{text}}}

Air Throw
Air Throw
GGXRD-R Jam AirThrow.png
Get down!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 1 0,2 6,7 R 0,480 Forced: 65%
GGXRD-R Jam AirThrow.png

{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Jam fS.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 10 9 20 -15 2 10 7 -5000/264 Initial: 50% 1-18F All
19-23F Throw
GGXRD Jam fS.png
Get offa me!
Blows away and wall bounces opponent on hit
Ground hit is untechable for 28F, guaranteed knockdown on CH
Air hit is untechable for 14F, 28F on CH
2nd hit blows away opponent (untechable for 24F)
2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
Causes special knockdown on CH (regular knockdown time -11F)

{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Jam BlitzAttack.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Jam BlitzAttack.png
GGXRD-R Jam BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Jam BlitzAttack.png
GGXRD-R Jam BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit

{{{text}}}

Special Moves

Hochifu
Hochifu
546
GGXRD Jam Hochifu.png
Parry attacks...
GGXRD Jam Zekkei.png
> P
GGXRD Jam Goushao.png
> P > P
GGXRD Jam Dowanga.png
> P > K
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hochifu
546


546
Hochifu
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
1 24 YRP 1-8F Catch
GGXRD Jam Hochifu.png
Parry stance
GGXRD Jam Hochifu hitbox.png
Can be FD cancelled on frame 1-2
On frame 4 can be cancelled into movement and FD except back/forward walk
On frame 9 can also be cancelled into back/forward walk
After successful catch, Jam can move on 7F, opponent can move on 9F
Can cancel into followup after successful catch or after 10F
On successful catch, gain 200 Tension
Zekkei
> P


Hochifu > P
Zekkei
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 4 6 30 -17 4 20 6 YRP 0/720 Initial: 70%
GGXRD Jam Zekkei.png
GGXRD Jam Zekkei hitbox.png
Hitstop 20F, 32F on CH
Staggers opponent on ground CH (Max 49F, min 24F)
Hitstun 23F on ground normal hit
Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
Can cancel into followups on 7F on hit
Can cancel into followups on 21F on whiff
Goushao
> P > P


Zekkei > P
Goushao
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Mid 15 6 24 -11 4 20 6 YRP 0/720
GGXRD Jam Goushao.png
Knockdown follow-up
GGXRD Jam Goushao hitbox.png
Can clash with projectiles
Hitstop 25F, 37F on CH
Blows away opponent on hit, guaranteed knockdown (Face Up)
Dowanga
> P > K


Zekkei > K
Dowanga
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 Mid 27 2 20 -3 4 20 6 YRP 0/720 27-36F Foot
GGXRD Jam Dowanga.png
Launcher follow-up
GGXRD Jam Dowanga hitbox.png
Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)

{{{text}}}

Youeikyaku
Youeikyaku
j.2K
GGXRD Jam Youeikyaku.png
Jive kick
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.2K
Youeikyaku
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16, 10×4 High/Air 10 Until Landing 6 After Landing +8 3, 0×4 14 6,8×4 YRP 150/360,180×4 Initial: 80%
GGXRD Jam Youeikyaku.png
The round ender
GGXRD Jam Youeikyaku hitbox.png
2nd-5th hits only occur if 1st hit hits opponent
2nd-5th hits each have hitstop 5F
Fastest possible startup from standing position is 14F (Tiger Knee'd)
Frame advantage listed is from Tiger Knee'd


{{{text}}}

Bakushuu
Bakushuu
236S
GGXRD Jam Bakushuu.png
Bakushuu (236S)
GGXRD Jam Mawarikomi.png
Mawarikomi (P)
GGXRD Jam Ashibarai.png
Hamonkyaku (K) Hyappo Shinshou (S)
GGXRD Jam SenriShinshou.png
Senri Shinshou (H)
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bakushuu


236S
Bakushuu
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total: 46 Y 200/- 10-23F Super Low Profile
24-31F Above Knees
GGXRD Jam Bakushuu.png
Not a replacement for moving in neutral, but definitely fun
GGXRD Jam Bakushuu hitbox1.pngGGXRD Jam Bakushuu hitbox2.png
Startup • Low profile frames
Can cancel into followups 9F-24F
Mawarikomi


Bakushuu > P
Mawarikomi
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total: 25 Y 1-End Low Profile
GGXRD Jam Mawarikomi.png
GGXRD Jam Mawarikomi hitbox.png
Can pass through opponent 2-14F
Ashibarai


Bakushuu > K
Hamonkyaku
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 8 6 23 -15 2 10 10 YRP 0/720 Initial: 90% 8-28F Above Knees
GGXRD Jam Ashibarai.png
Otherwise known as "Ashibarai," "Split Kicks," or "Sweep"
GGXRD Jam Ashibarai hitbox.png
Staggers opponent on ground hit (Max 29F, min 17F)
See ※3
Hyappo Shinshou


Bakushuu > S
Hyappo Shinshou
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 17 3 15 +1 4 10 6 YRP 200/720 Initial: 75% 1-16F Upper Body
GGXRD Jam HyappoShinshou.png
GGXRD Jam HyappoShinshou hitbox.png
Blows opponent away on hit (untechable for 28F)
Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown)
Can cancel into Senri Shinshou (Followup) 18-29F
See ※4
Senri Shinshou


Bakushuu > H
Senri Shinshou
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 [44] Mid 23 [28] 1 [3] 13 +5 [+3] 4 14 6 YRP 200/1440
[200/960]
Initial: 75% 1-23F Upper Body
[1-9F Upper Body]
[22-28F Upper Body]
AKA "Blue Puffball"
GGXRD Jam SenriShinshou hitbox.png
[ ] values are when Jam passes through opponent
1-6F Can pass through opponent
Blows opponent away on hit, guaranteed knockdown (Face Up)
Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
See ※4
Senri Shinshou (Followup)

{{{text}}}

Asanagi no Kokyuu
Asanagi no Kokyuu
22K/S/H
GGXRD Jam AsanagiNoKokyuu.png
Hold for MAX version
GGXRD Jam AsanagiIcons.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22K/S/H
Asanagi no Kokyuu
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total: 56~77 YR
GGXRD Jam AsanagiNoKokyuu.pngGGXRD Jam AsanagiIcons.png
Hold for MAX version
GGXRD Jam AsanagiNoKokyuu hitbox.png
Hold button to charge
K for Ryuujin, S for Gekirin, H for Kenroukaku
Gains Card on 41F, MAX on 66F

{{{text}}}

Ryuujin
Ryuujin
236K
GGXRD Jam Ryuujin.png
Dragon kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


236K
Ryuujin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
55 Mid 17 6 30 + 11 After Landing -28 4 20 6 YRP 250/840 Initial: 80%
GGXRD Jam Ryuujin.png
WHOOTCHAAAA!!
GGXRD Jam Ryuujin hitbox1.png
No Card
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 22F
Blows away and wall bounces opponent on CH, untechable for 44F
Card


236K Card
Ryuujin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80 Mid 16 24 14 + 11 After Landing -30 4 20 6 YRP 250/840 Initial: 80% 10-17F Strike
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
Blows away opponent on normal hit, guaranteed knockdown
Blows away and wall bounces opponent on CH, guaranteed knockdown
9F onward Airborne
MAX


236K MAX
Ryuujin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
110 Mid 16 24 14 + 11 After Landing -30 4 20 6 YRP 250/840 Initial: 80% 10-17F Strike
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
Blows away opponent on normal hit, guaranteed knockdown
Blows away and wall sticks opponent on CH, guaranteed knockdown
Deals stun as if it's dmg was 80
10F onward Airborne

{{{text}}}

Gekirin
Gekirin
214K
GGXRD Jam Gekirin.png
Axe kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


214K
Gekirin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 [16] High/Air 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13 2 [0] 10 [3] 7 [8] YRP 200/480
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown (Face Up)
Hits crouching sol on 25F
Card


214K Card
Gekirin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×3 [22×3] High/Air 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6 2 [0] 10 [3] 7 [8] YRP 200/480
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown (Face Up)
Air hit causes guaranteed knockdown (Face Up)
Hits crouching Sol on 26F
MAX


214K MAX
Gekirin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
55 [45] High/Air 18 [12] 13 Until Landing + 5 -1 2 [0] 10 [3] 7 [8] YRP 200/480
[0/480]
4-Onward Lower Body
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin MAX hitbox1.pngGGXRD Jam Gekirin MAX hitbox2.pngGGXRD Jam Gekirin MAX hitbox3.png
MAX version has larger hitboxes
[ ] values are when done as followup
Blows away opponent on ground hit, guaranteed knockdown (Face Down)
Air hit causes guaranteed knockdown (Face Down)
Hits crouching Sol on 23F
4F [1F] onward Airborne

{{{text}}}

Kenroukaku
Kenroukaku
623K
GGXRD Jam Kenroukaku.png
Dragon punch! (kick!)
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


623K
Kenroukaku (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×4 Mid 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 2 10 3 R 200/240 Initial: 90% 1-6F All
GGXRD Jam Kenroukaku.png
A bad DP is still better than no DP
GGXRD Jam Kenroukaku hitbox1.pngGGXRD Jam Kenroukaku hitbox2.pngGGXRD Jam Kenroukaku hitbox3.png
  •   • These ending frames occur identically on all versions
Max 4 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
On air hit, each hit is untechable for 22F, 44F on CH
1st hit launches and pulls in opponent
Stun: 5 per hit
4F onwards Airborne
Card


623K Card
Kenroukaku (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×6 Mid 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 2 10 2 R 200/240 Initial: 90% 1-13F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox card1.pngGGXRD Jam Kenroukaku hitbox card2.png
Max 6 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
1st hit launches and pulls in opponent
Stun: 3 per hit
Airborne on frame 4
MAX


623K MAX
Kenroukaku (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×6,30 Mid 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 2 10 1 R 200/240×7 Initial: 90% 1-13F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox Max1.pngGGXRD Jam Kenroukaku hitbox Max2.png
  • Start of vulnerable frames. Repeats a few times before ending
Max 7 hits
Hitstop 6F per hit except for last hit (30F)
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
First 3 hits launch and pull in opponent
Airborne on frame 4
See ※2

{{{text}}}

Air Ryuujin
Air Ryuujin
j.236K
GGXRD Jam Ryuujin.png
Air dragon kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


j.236K
Air Ryuujin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 [28] All 8 4 Until Landing + 11 4 20 6 YRP 200/720
[0/1200]
Initial: 80%
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox1.png
No Card
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 22F
Blows away and wall bounces opponent on CH, untechable for 44F
Card


j.236K Card
Air Ryuujin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
75 [65] All 8 22 Until Landing + 11 4 3 [20] 8 [6] YRP 200/720
[0/1200]
Initial: 80% 1-8F Strike
[1-8F Strike]
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 75F
Blows away and wall bounces opponent on CH, guaranteed knockdown
MAX


j.236K MAX
Air Ryuujin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
110 [100] All 8 22 Until Landing + 11 4 3 [20] 8 [6] YRP 200/720
[0/1200]
Initial: 80% 1-8F Strike
[1-8F Strike]
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 75F
Blows away and wall sticks opponent on CH, guaranteed knockdown

{{{text}}}

Air Gekirin
Air Gekirin
j.214K
GGXRD Jam Gekirin.png
Air axe-kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


j.214K
Air Gekirin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 [16] High/Air 16 [17] 13 Until Landing + 10 2 [0] 10 [3] 7 [8] YRP 150/360
[0/480]
GGXRD Jam Gekirin.png
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown
Card


j.214K Card
Air Gekirin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 [22×3] High/Air 15 [12] 13
[3,4,6]
Until Landing + 10 2 [0] 10 [3] 7 [8] YRP 150/360
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown
Air hit causes guaranteed knockdown
MAX


j.214K MAX
Air Gekirin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 [45] High/Air 15 [12] 13 Until Landing + 5 2 [0] 10 [3] 7 [8] YRP 150/360
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin MAX hitbox1.pngGGXRD Jam Gekirin MAX hitbox2.pngGGXRD Jam Gekirin MAX hitbox3.png
MAX version has larger hitboxes
[ ] values are when done as followup
Blows away opponent on ground hit, guaranteed knockdown
Air hit causes guaranteed knockdown

{{{text}}}

Air Kenroukaku
Air Kenroukaku
j.623K
GGXRD Jam Kenroukaku.png
Air dp!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


j.623K
Air Kenroukaku (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12×3 [8×3] All 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
2 10 3 R 150/180
[0/240]
Initial: 90% 1-4F All
GGXRD Jam Kenroukaku.png
GGXRD Jam Kenroukaku hitbox1.pngGGXRD Jam Kenroukaku hitbox2.pngGGXRD Jam Kenroukaku hitbox3.png
  •   • These ending frames occur identically on all versions
[ ] values are when done as followup
Max 3 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
On air hit, each hit is untechable for 22F, 44F on CH
1st hit launches and pulls in opponent
Stun: 4 per hit
Card


j.623K Card
Air Kenroukaku (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9×6 [8×6] All 5 2,2(1)4(1)2(2)1(1)9 20 2 10 1 R 150/180
[0/240]
Initial: 90% 1-11F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox card1.pngGGXRD Jam Kenroukaku hitbox card2.png
[ ] values are when done as followup
Max 7 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
1st hit launches and pulls in opponent
Stun: 4 per hit
MAX


j.623K MAX
Air Kenroukaku (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9×6,30
[8×6,30]
All 5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 2 10 1 R 150/180×7
[0/240×7]
Initial: 90% 1-11F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox Max1.pngGGXRD Jam Kenroukaku hitbox Max2.png
  • Start of vulnerable frames. Repeats a few times before ending
[ ] values are when done as followup
Max 7 hits
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
First 3 hits launch and pull in opponent
Stun: 4 per hit
Hitstop 6F per hit except for last hit (30F)
See ※2

{{{text}}}

Overdrives

Choukyaku Hou'Oushou
Choukyaku Hou'Oushou
632146S/D
GGXRD Jam ChoukyakuHou'Oushou1.png
Fury of the Phoenix
GGXRD Jam ChoukyakuHou'Oushou2.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146S
Choukyaku Hou'Oushou
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20,7×16,40,80
[25,8×16,50,100]
Mid 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 4 20 6,2×16,6×2 YRP -5000/0 1-10 Strike
[1-10 All]
GGXRD Jam ChoukyakuHou'Oushou1.pngGGXRD Jam ChoukyakuHou'Oushou2.png
GGXRD Jam ChoukyakuHou'Oushou hitbox.png
[ ] value are for Burst version
Minimum Damge: 20% [40%]
Each hit floats opponent and causes guaranteed knockdown

{{{text}}}

Bao Saishinshou
Bao Saishinshou
236236H
GGXRD Jam BaoSaishinshou.png
Grace of the Dragon Horse
GGXRD Jam Kaorinkuen.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bao Saishinshou
236236H


236236H
Bao Saishinshou
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Mid 1+4 6 36 -23 4 20 6 YRP -5000/0 1-7 Strike
GGXRD Jam BaoSaishinshou.png
GGXRD Jam BaoSaishinshou hitbox1.pngGGXRD Jam BaoSaishinshou hitbox2.png
Minimum Damage: 50%
Blows away opponent on hit, guaranteed knockdown
If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
Jam is fully invinicible if attack hits opponent (not blocked)
Kaorinkuen
236236H > P

{{{text}}}

Renhoukyaku
Renhoukyaku
632146H
GGXRD Jam Renhoukyaku.png
Super puffball
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H
Renhoukyaku
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16×13 All 20+1 48 11 +3 2 6 3 YRP -5000/0 1-5 Throw
6-23 All
GGXRD Jam Renhoukyaku.png
Super Puffball
GGXRD Jam Renhoukyaku hitbox.png
Minimum Damage: 20%
Launches opponent on hit, untechable for 14F, 28F on CH

{{{text}}}

Instant Kill

Gasenkotsu
During IK Mode: 236236H
GGXRD Jam Gasenkotsu1.png
GGXRD Jam Gasenkotsu2.png
GGXRD Jam Gasenkotsu3.png
天上天下惟我独尊
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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To edit frame data, edit values in GGXRD-R2/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.