GGXRD-R2/Jam Kuradoberi/Frame Data

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 Jam Kuradoberi


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Jam Kuradoberi x1.06 3 3F [105] Light 13F (1~7F invuln) 25 26F 25F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 12 3 8 Mid 0 CSJ 144 3 3 7 ±0
5K 12 6 7 Initial: 80% Low 1 S 264 4 4 6 +2
c.S 28 10 7 Mid 2 JS 264 6 8 12 -6
f.S 30 10 7 Mid 2 JS 264 6 5 11 -2
5H 24×3 14×2, 20 6×3 Mid 3,3,4 S 384 13 3(3)3(3)3 15 +1 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
5D 16 10 20 Initial: 80% High 2 264 25 4 12 -2
6P 18×2 10, 14 7,6 Mid 2,3 S 264,384 9 3(6)3 12 +2 1-5F Upper Body
6-14 Above Knees
6K 16,26 6,10 7×2 Mid 1,2 JS 264 6 4(6)12 20 -18
6H 36 20 6 Mid 4 S 384 14 3 22 -6 4-6 Lower Body
7-13F Foot
2P 6 6 7 Initial: 90% Mid 1 CS 264 4 2 7 +3
2K 8 6 7 Initial: 85% Low 1 CS 264 5 3 9 ±0 3-12F Upper Body
2S 26 10 7 Initial: 85% Mid 2 S 264 6 5 9 ±0
2H 28,20 14 6 Mid 3 S 384 11 8(6)4 13 ±0
2D 28 10 7 Low 2 JS 264 6 4 16 -6 4-9 Low Profile
j.P 11 6 7 High/Air 1 CS 264 6 4 16
j.K 14 6 7 High/Air 1 S 264 5 8 11
j.S 28 10 7 High/Air 2 JS 264 5 5 9
j.H 35 10 7 High/Air 2 S 264 5 10 16
j.D 16,28 10 7 High/Air 2 S 264 7 3(6)6 16

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,20,31 6,0,0 Forced: 90%, 55% Ground Throw: 70000 0,0,4 0,480,0 1 1 +18
Air Throw Air Throw 0,60 6,7 Forced: 65% Air Throw: 192500 0,2 0,480 1 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 10 9 20 -15 1-18F All
19-23F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
546 Hochifu 1 24 1-8F Catch
Hochifu > P Zekkei 40 20 6 Initial: 70% Mid 4 0/720 4 6 30 -17
Zekkei > P Goushao 35 20 6 Mid 4 0/720 15 6 24 -11
Zekkei > K Dowanga 25 20 6 Mid 4 0/720 27 2 20 -3 27-36F Foot
j.2K Youeikyaku 16, 10×4 14 6,8×4 Initial: 80% High/Air 3, 0×4 150/360,180×4 10 Until Landing 6 After Landing +8
236S Bakushuu 200/- Total: 46 10-23F Super Low Profile
24-31F Above Knees
Bakushuu > P Mawarikomi Total: 25 1-End Low Profile
Bakushuu > K Hamonkyaku 30 10 10 Initial: 90% Low 2 0/720 8 6 23 -15 8-28F Above Knees
Bakushuu > S Hyappo Shinshou 50 10 6 Initial: 75% Mid 4 200/720 17 3 15 +1 1-16F Upper Body
Bakushuu > S > H Senri Shinshou (Followup) 40 10 6 Initial: 75% Mid 3 50/720 28 1 13 +3 1-27F Upper Body
Bakushuu > H Senri Shinshou 50 [44] 14 6 Initial: 75% Mid 4 200/1440
[200/960]
23 [28] 1 [3] 13 +5 [+3] 1-23F Upper Body
[1-9F Upper Body]
[22-28F Upper Body]
22K/S/H Asanagi no Kokyuu Total: 56~77
236K Ryuujin (Normal) 55 20 6 Initial: 80% Mid 4 250/840 17 6 30 + 11 After Landing -28
236K Card Ryuujin (Card) 80 20 6 Initial: 80% Mid 4 250/840 16 24 14 + 11 After Landing -30 10-17F Strike
236K MAX Ryuujin (MAX) 110 20 6 Initial: 80% Mid 4 250/840 16 24 14 + 11 After Landing -30 10-17F Strike
j.236K Air Ryuujin (Normal) 50 [28] 20 6 Initial: 80% All 4 200/720
[0/1200]
8 4 Until Landing + 11
j.236K Card Air Ryuujin (Card) 75 [65] 3 [20] 8 [6] Initial: 80% All 4 200/720
[0/1200]
8 22 Until Landing + 11 1-8F Strike
[1-8F Strike]
j.236K MAX Air Ryuujin (MAX) 110 [100] 3 [20] 8 [6] Initial: 80% All 4 200/720
[0/1200]
8 22 Until Landing + 11 1-8F Strike
[1-8F Strike]
214K Gekirin (Normal) 35 [16] 10 [3] 7 [8] High/Air 2 [0] 200/480
[0/480]
19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13
214K Card Gekirin (Card) 28×3 [22×3] 10 [3] 7 [8] High/Air 2 [0] 200/480
[0/480]
18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6
214K MAX Gekirin (MAX) 55 [45] 10 [3] 7 [8] High/Air 2 [0] 200/480
[0/480]
18 [12] 13 Until Landing + 5 -1 4-Onward Lower Body
j.214K Air Gekirin (Normal) 30 [16] 10 [3] 7 [8] High/Air 2 [0] 150/360
[0/480]
16 [17] 13 Until Landing + 10
j.214K Card Air Gekirin (Card) 24 [22×3] 10 [3] 7 [8] High/Air 2 [0] 150/360
[0/480]
15 [12] 13
[3,4,6]
Until Landing + 10
j.214K MAX Air Gekirin (MAX) 50 [45] 10 [3] 7 [8] High/Air 2 [0] 150/360
[0/480]
15 [12] 13 Until Landing + 5
623K Kenroukaku (Normal) 11×4 10 3 Initial: 90% Mid 2 200/240 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 1-6F All
623K Card Kenroukaku (Card) 11×6 10 2 Initial: 90% Mid 2 200/240 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 1-13F All
623K MAX Kenroukaku (MAX) 11×6,30 10 1 Initial: 90% Mid 2 200/240×7 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 1-13F All
j.623K Air Kenroukaku (Normal) 12×3 [8×3] 10 3 Initial: 90% All 2 150/180
[0/240]
5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
1-4F All
j.623K Card Air Kenroukaku (Card) 9×6 [8×6] 10 1 Initial: 90% All 2 150/180
[0/240]
5 2,2(1)4(1)2(2)1(1)9 20 1-11F All
j.623K MAX Air Kenroukaku (MAX) 9×6,30
[8×6,30]
10 1 Initial: 90% All 2 150/180×7
[0/240×7]
5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 1-11F All
※2 The hit that has the special hitstop (30F) is normally on the 7th hit of Kenroukaku (MAX). However if the first hit of Kenroukaku (MAX) misses, then the hit with special hitstop is on the second to last hit.
※3 Stagger on normal hit being longer than on CH was not a mistake on their part. After testing in Training Mode, this turned out to be accurate.
  (There was a misprint that the stagger time increases on Counter Hit. Trying it out in training mode will show the stagger times are the same)
※4 Since the tumble-state time is a fixed amount of time, if the total amount of frames from tumble-state plus landing surpass the untechable time, the opponent will automatically recover from hitstun after tumble-state.

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146S Choukyaku Hou'Oushou 20,7×16,40,80
[25,8×16,50,100]
20 6,2×16,6×2 Mid 4 -5000/0 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 1-10 Strike
[1-10 All]
236236H Bao Saishinshou 60 20 6 Mid 4 -5000/0 1+4 6 36 -23 1-7 Strike
236236H > P Kaorinkuen 70 [70, 60] 6 [6, 8] Mid 4 [4, 0] 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
1F onwards airborne
632146H Renhoukyaku 16×13 6 3 All 2 -5000/0 20+1 48 11 +3 1-5 Throw
6-23 All

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Gasenkotsu DESTROY 14 6 All 3 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Jam 5P.pngGuardMidStartup3Recovery7Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Jam 2P.pngGuardMidStartup4Recovery7Advantage+3 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6PGGXRD Jam 6P.pngGuardMidStartup9Recovery12Advantage+2 2P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGXRD Jam 5K.pngGuardLowStartup4Recovery6Advantage+2 5P, 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2KGGXRD Jam 2K.pngGuardLowStartup5Recovery9Advantage±0 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Special, Super
6KGGXRD Jam 6K.pngGuardMidStartup6Recovery20Advantage-18 2P 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
c.SGGXRD Jam cS.pngGuardMidStartup6Recovery12Advantage-6 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Jam fS.pngGuardMidStartup6Recovery11Advantage-2 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGXRD Jam 2S.pngGuardMidStartup6Recovery9Advantage±0 - 5K, 2K - 5H, 2H 5D, 2D Special, Super
5HGGXRD Jam 5H.pngGuardMidStartup13Recovery15Advantage+1 - 6K f.S 2H 5D, 2D Special, Super
2HGGXRD Jam 2H.pngGuardMidStartup11Recovery13Advantage±0 - - - - 5D, 2D Special, Super
6HGGXRD Jam 6H.pngGuardMidStartup14Recovery22Advantage-6 - - - - - Special, Super
5DGGXRD Jam 5D.pngGuardHighStartup25Recovery12Advantage-2 - - - - - Homing Jump, Homing Dash
2DGGXRD Jam 2D.pngGuardLowStartup6Recovery16Advantage-6 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Jam jP.pngGuardHigh/AirStartup6Recovery16Advantage- j.P[+] j.K[+] j.S j.H j.D Special, Super
j.KGGXRD Jam jK.pngGuardHigh/AirStartup5Recovery11Advantage- j.P - j.S j.H j.D Special
j.SGGXRD Jam jS.pngGuardHigh/AirStartup5Recovery9Advantage- j.P - - j.H - Jump, Special
j.HGGXRD Jam jH.pngGuardHigh/AirStartup5Recovery16Advantage- - - - - - Special
j.DGGXRD Jam jD.pngGuardHigh/AirStartup7Recovery16Advantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Changelog

See GGXRD-R2/Change_Log

Navigation

 Jam Kuradoberi


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