< GGXRD-R2 | Jam Kuradoberi
System Data
Normal Moves
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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5P | |||||||||||||
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5K | |||||||||||||
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c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
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5D | |||||||||||||
6P | |||||||||||||
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6K | |||||||||||||
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6H | |||||||||||||
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2P | |||||||||||||
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2K | |||||||||||||
2S | |||||||||||||
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2H | |||||||||||||
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2D | |||||||||||||
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j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
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j.H | |||||||||||||
j.D | |||||||||||||
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Universal Mechanics
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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Ground Throw | |||||||||||||
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Air Throw | |||||||||||||
Dead Angle Attack | |||||||||||||
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Blitz Attack | |||||||||||||
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Blitz Attack Max Charge | |||||||||||||
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Special Moves
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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Hochifu 546 | |||||||||||||
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Zekkei Hochifu > P | |||||||||||||
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Goushao Zekkei > P | |||||||||||||
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Dowanga Zekkei > K | |||||||||||||
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Youeikyaku j.2K | |||||||||||||
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Bakushuu 236S | |||||||||||||
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Mawarikomi Bakushuu > P | |||||||||||||
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Hamonkyaku Bakushuu > K | |||||||||||||
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Hyappo Shinshou Bakushuu > S | |||||||||||||
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Senri Shinshou (Followup) Hyappo Shinshou > H | |||||||||||||
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Senri Shinshou Bakushuu > H | |||||||||||||
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Asanagi no Kokyuu 22K/S/H | |||||||||||||
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Ground Ryuujin (Normal) 236K | |||||||||||||
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Ground Ryuujin (Card) 236K | |||||||||||||
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Ground Ryuujin (MAX) 236K | |||||||||||||
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Air Ryuujin (Normal) j.236K | |||||||||||||
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Air Ryuujin (Card) 236K | |||||||||||||
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Air Ryuujin (MAX) j.236K | |||||||||||||
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Ground Gekirin (Normal) 214K | |||||||||||||
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Ground Gekirin (Card) 214K | |||||||||||||
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Ground Gekirin (MAX) 214K | |||||||||||||
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Air Gekirin (Normal) j.214K | |||||||||||||
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Air Gekirin (Card) j.214K | |||||||||||||
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Air Gekirin (MAX) j.214K | |||||||||||||
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Ground Kenroukaku (Normal) 623K | |||||||||||||
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Ground Kenroukaku (Card) 623K | |||||||||||||
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Ground Kenroukaku (MAX) 623K | |||||||||||||
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Air Kenroukaku (Normal) j.623K | |||||||||||||
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Air Kenroukaku (Card) j.623K | |||||||||||||
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Air Kenroukaku (MAX) j.623K | |||||||||||||
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- ※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
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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Choukyaku Hou'Oushou 632146S [632146D] | |||||||||||||
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Bao Saishinshou 236236H | |||||||||||||
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Kaorinkuen Saishinshou > P | |||||||||||||
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Renhoukyaku 632146H | |||||||||||||
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Instant Kill
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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Gasenkotsu During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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
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.