GGXRD-R2/Jam Kuradoberi/Frame Data

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System Data[edit]

Defense Modifier: x1.06
Guts Rating: 3
Weight: [105] Light
Stun Resistance: 65
Prejump: 3F
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): 26F / 25F

Normal Moves[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
5P 12 144 -8/+3 - 0 Mid CSJ YRP 3 3 7 ±0 - Click!
  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
5K 12 264 -7/+6 Initial: 80% 1 Low S YRP 4 4 6 +2 - Click!
  • Hitstop 6F, on CH 7F
c.S 28 264 -7/+10 - 2 Mid JS YRP 6 8 12 -6 - Click!
f.S 30 264 -7/+10 - 2 Mid JS YRP 6 5 11 -2 - Click!
5H 24*3 384 -6/+14*2, -6/+20 - 3,3,4 Mid S YRP 13 3(3)3(3)3 15 +1 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
Click!
  • 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
5D 16 264 -20/+10 Initial: 80% 2 High - YRP 25 4 12 -2 - Click!
6P 18*2 264,384 -7,-6/+10,+14 - 2,3 Mid S YRP 9 3(6)3 12 +2 1-5F Upper Body
6-14 Above Knees
Click!
  • 1st hit stagger opponent on CH (Max 31F, min 15F)
  • 2nd hit stagger opponent on CH (Max 32F, min 15F)
6K 16,26 264 -7*2/+6,+10 - 1,2 Mid JS YRP 6 4(6)12 20 -18 - Click!
  • Forces opponent into standing state on crouching hit
  • Hitstop 6F, 7F on CH
6H 36 384 -6/+20 - 4 Mid S YRP 14 3 22 -6 4-6 Lower Body
7-13F Foot
Click!
  • Blows opponent away on hit
  • Wall bounces opponent on CH
  • On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F
2P 6 264 -7/+6 Initial: 90% 1 Mid CS YRP 4 2 7 +3 - Click!
  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
2K 8 264 -7/+6 Initial: 85% 1 Low CS YRP 5 3 9 ±0 3-12F Upper Body Click!
2S 26 264 -7/+10 Initial: 85% 2 Mid S YRP 6 5 9 ±0 - Click!
  • Staggers opponent on ground CH (Max 38F, Min 18F)
2H 28,20 384 -6/+14 - 3 Mid S YRP 11 8(6)4 13 ±0 - Click!
  • Pulls in opponent on ground hit
  • Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)
2D 28 264 -7/+10 - 2 Low JS YRP 6 4 16 -6 4-9 Low Profile Click!
  • Knocks down opponent on ground hit (Face Down)
j.P 11 264 -7/+6 - 1 High/Air CS YRP 6 4 16 - - Click!
j.K 14 264 -7/+6 - 1 High/Air S YRP 5 8 11 - - Click!
j.S 28 264 -7/+10 - 2 High/Air JS YRP 5 5 9 - - Click!
  • Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH
j.H 35 264 -7/+10 - 2 High/Air S YRP 5 10 16 - - Click!
j.D 16,28 264 -7/+10 - 2 High/Air S YRP 7 3(6)6 16 - - Click!
  • 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)

Universal Mechanics[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Ground Throw 0,20,31 0,480,0 -6,0,0 Forced: 90%, 55% 0,0,4 Ground Throw: 70000 - R 1 1 - +18 - Click!
  • Floats opponent on hit, untechable for 52F
  • Proration values work out to be 55% after both hits
Air Throw 0,60 0,480 -6,-7 Forced: 65% 0,2 Air Throw: 192500 - R 1 1 - - - Click!
Dead Angle Attack
  • 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)
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz Click!
  • 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)
Blitz Attack
Max Charge
50 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz Click!
  • 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

Special Moves[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Hochifu
546
- - - - - - - YRP 1 - 24 - 1-8F Catch Click!
  • Can cancel into crouching, FD 9F onwards on whiff
  • After successful catch, Jam can move on 7F, opponent can move on 9F
  • Can cancel into followup after successful catch or afte 10F
  • On successful catch, gain 200 Tension
Zekkei
Hochifu > P
40 0/720 -6/+20 Initial: 70% 4 Mid - YRP 4 6 30 -17 - Click!
  • 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 4F on hit
  • Can cancel into followups on 21F on whiff
Goushao
Zekkei > P
35 0/720 -6/+20 - 4 Mid - YRP 15 6 24 -11 - Click!
  • Hitstop 25F, 37F on CH
  • Blows away opponent on hit, guaranteed knockdown (Face Up)
Dowanga
Zekkei > K
25 0/720 -6/+20 - 4 Mid - YRP 27 2 20 -3 27-36F Foot Click!
  • Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)
Youeikyaku
j.2K
16, 10*4 150/360,180*4 -6,-8*4/+14 Initial: 80% 3, 0*4 High/Air - YRP 10 Until Landing 6 After Landing +8 - Click!
  • 2nd-5th hits only occur if 1st hit touches 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
Bakushuu
236S
- 200/- - - - - - Y - - Total: 46 - 10-23F Super Low Profile
24-31F Above Knees
Click!
  • Can cancel into followups 9F-24F
Mawarikomi
Bakushuu > P
- - - - - - - Y - - Total: 25 - 1-End Low Profile Click!
  • Can pass through opponent 2-14F
Hamonkyaku
Bakushuu > K
30 0/720 -10/+10 Initial: 90% 2 Low - YRP 8 6 23 -15 8-28F Above Knees Click!
  • Staggers opponent on ground hit (Max 29F, min 17F)
  • See ※3
Hyappo Shinshou
Bakushuu > S
50 200/720 -6/+10 Initial: 75% 4 Mid - YRP 17 3 15 +1 1-16F Upper Body Click!
  • 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 (Followup)
Hyappo Shinshou > H
40 50/720 -6/+10 Initial: 75% 3 Mid - YRP 28 1 13 +3 1-27F Upper Body Click!
  • 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)
Senri Shinshou
Bakushuu > H
50 [44] 200/1440
[200/960]
-6/+14 Initial: 75% 4 Mid - YRP 23 [28] 1 [3] 13 +5 [+3] 1-23F Upper Body
[1-9F Upper Body]
[22-28F Upper Body]
Click!
  • [ ] 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
Asanagi no Kokyuu
22K/S/H
- - - - - - - YR - - Total: 56~77 - - Click!
  • Hold button to charge
  • K for Ryuujin, S for Gekirin, H for Kenroukaku
  • Gains Card on 41F, MAX on 66F
Ground Ryuujin (Normal)
236K
55 250/840 -6/+20 Initial: 80% 4 Mid - YRP 17 6 30 + 11 After Landing -28 - Click!
  • [ ] 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
Ground Ryuujin (Card)
236K
80 250/840 -6/+20 Initial: 80% 4 Mid - YRP 16 24 14 + 11 After Landing -30 10-17F Strike Click!
  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
  • 9F onward Airborne
Ground Ryuujin (MAX)
236K
110 250/840 -6/+20 Initial: 80% 4 Mid - YRP 16 24 14 + 11 After Landing -30 10-17F Strike Click!
  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
  • Stun: 80
  • 10F onward Airborne
Air Ryuujin (Normal)
j.236K
50 [28] 200/720
[0/1200]
-6/+20 Initial: 80% 4 All - YRP 8 4 Until Landing + 11 - - Click!
  • [ ] 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
Air Ryuujin (Card)
236K
75 [65] 200/720
[0/1200]
-8/+3
-6/+20
Initial: 80% 4 All - YRP 8 22 Until Landing + 11 - 1-8F Strke
[1-8F Strike]
Click!
  • [ ] 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
Air Ryuujin (MAX)
j.236K
110 [100] 200/720
[0/1200]
-8/+3
-6/+20
Initial: 80% 4 All - YRP 8 22 Until Landing + 11 - 1F-End Strike Click!
  • [ ] 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
Ground Gekirin (Normal)
214K
35 [16] 200/480
[0/480]
-7/+10
[-8/+3]
- 2 [0] High/Air - YRP 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13 - Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Hits crouching sol on 25F
Ground Gekirin (Card)
214K
28*3 [22*3] 200/480
[0/480]
-7/+10
[-8/+3]
- 2 [0] High/Air - YRP 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6 - Click!
  • [ ] 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
Ground Gekirin (MAX)
214K
55 [45] 200/480
[0/480]
-7/+10
[-8/+3]
- 2 [0] High/Air - YRP 18 [12] 13 Until Landing + 5 -1 4-Onward Lower Body Click!
  • [ ] 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
Air Gekirin (Normal)
j.214K
30 [16] 150/360
[0/480]
-7/+10
[-8/+3]
- 2 [0] High/Air - YRP 16 [17] 13 Until Landing + 10 - - Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
Air Gekirin (Card)
j.214K
24 [22*3] 150/360
[0/480]
-7/+10
[-8/+3]
- 2 [0] High/Air - YRP 15 [12] 13
[3,4,6]
Until Landing + 10 - - Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown
Air Gekirin (MAX)
j.214K
50 [45] 150/360
[0/480]
-7/+10
[-8/+3]
- 2 [0] High/Air - YRP 15 [12] 13 Until Landing + 5 - - Click!
  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown
Ground Kenroukaku (Normal)
623K
11*4 200/240 -3/+10 Initial: 90% 2 Mid - R 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 1-6F All Click!
  • 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
Ground Kenroukaku (Card)
623K
11*6 200/240 -2/+10 Initial: 90% 2 Mid - R 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 1-13F All Click!
  • 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
Ground Kenroukaku (MAX)
623K
11*6,30 200/240*7 -1/+10 Initial: 90% 2 Mid - R 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 1-13F All Click!
  • 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
Air Kenroukaku (Normal)
j.623K
12*3 [8*3] 150/180
[0/240]
-3/+10 Initial: 90% 2 All - R 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
- 1-4F All Click!
  • [ ] 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
Air Kenroukaku (Card)
j.623K
9*6 [8*6] 150/180
[0/240]
-1/+10 Initial: 90% 2 All - R 5 2,2(1)4(1)2(2)1(1)9 20 - 1-11F All Click!
  • [ ] 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
Air Kenroukaku (MAX)
j.623K
9*6,30
[8*6,30]
150/180*7
[0/240*7]
-1/+10 Initial: 90% 2 All - R 5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 - 1-11F All Click!
  • [ ] 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
※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[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Choukyaku Hou'Oushou
632146S
[632146D]
20,7*16,40,80
[25,8*16,50,100]
-5000/0 -6,2*16,-6*2/20 - 4 Mid - YRP 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 1-10 Strike
[1-10 All]
Click!
  • [ ] value are for Burst version
  • Minimum Damge: 20% [40%]
  • Each hit floats opponent and causes guaranteed knockdown
Bao Saishinshou
236236H
60 -5000/0 -6/+20 - 4 Mid - YRP 1+4 6 36 -23 1-7 Strike Click!
  • 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
Saishinshou > P
70 [70, 60] - -6,-8 - 4 [4, 0] Mid - RP 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
- 1F onwards airborne Click!
  • [ ] indicates clean hit
  • Recovery values are Whiff/Weak Hit/Clean Hit
  • Minimum Damage: 50%
  • 1st hit causes guaranteed knockdown
  • 2nd hit only occurs if 1st hit Clean Hits opponent
  • 2nd hit has hitstop 40F
  • Clean Hit window is 7F
Renhoukyaku
632146H
16*13 -5000/0 -3/+6 - 2 All - YRP 20+1 48 11 +3 1-5 Throw
6-23 All
Click!
  • Minimum Damage: 20%
  • Launches opponent on hit, untechable for 14F, 28F on CH

Instant Kill[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Gasenkotsu
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 62F [5F+5F]

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 6P 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P 2P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K 5P, 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Sp
6K 2P 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - 5K, 2K - 5H, 2H 5D, 2D Sp
5H - 6K f.S 2H 5D, 2D Sp
2H - - - - 5D, 2D Sp
6H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
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 - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 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 whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Changelog[edit]

See GGXRD-R2/Change_Log

Navigation[edit]


Ambox notice.png 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.
Guilty Gear Xrd REV 2e
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