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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 ±0 3 3 7 CSJ 144 12 3 8 YRP
5K Low 1 +2 4 4 6 S Initial: 80% 264 12 6 7 YRP
c.S Mid 2 -6 6 8 12 JS 264 28 10 7 YRP
f.S Mid 2 -2 6 5 11 JS 264 30 10 7 YRP
5H Mid 3,3,4 +1 13 3(3)3(3)3 15 S 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
384 24×3 14×2, 20 6×3 YRP
5D High 2 -2 25 4 12 Initial: 80% 264 16 10 20 YRP
6P Mid 2,3 +2 9 3(6)3 12 S 1-5F Upper Body
6-14 Above Knees
264,384 18×2 10, 14 7,6 YRP
6K Mid 1,2 -18 6 4(6)12 20 JS 264 16,26 6,10 7×2 YRP
6H Mid 4 -6 14 3 22 S 4-6 Lower Body
7-13F Foot
384 36 20 6 YRP
2P Mid 1 +3 4 2 7 CS Initial: 90% 264 6 6 7 YRP
2K Low 1 ±0 5 3 9 CS 3-12F Upper Body Initial: 85% 264 8 6 7 YRP
2S Mid 2 ±0 6 5 9 S Initial: 85% 264 26 10 7 YRP
2H Mid 3 ±0 11 8(6)4 13 S 384 28,20 14 6 YRP
2D Low 2 -6 6 4 16 JS 4-9 Low Profile 264 28 10 7 YRP
j.P High/Air 1 6 4 16 CS 264 11 6 7 YRP
j.K High/Air 1 5 8 11 S 264 14 6 7 YRP
j.S High/Air 2 5 5 9 JS 264 28 10 7 YRP
j.H High/Air 2 5 10 16 S 264 35 10 7 YRP
j.D High/Air 2 7 3(6)6 16 S 264 16,28 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 70000 0,0,4 +18 1 1 Forced: 90%, 55% 0,480,0 0,20,31 6,0,0 R
Air Throw Air Throw: 192500 0,2 1 1 Forced: 65% 0,480 0,60 6,7 R
DAA All 2 -15 10 9 20 1-18F All
19-23F Throw
Initial: 50% -5000/264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
546 1 24 1-8F Catch YRP
Hochifu > P Mid 4 -17 4 6 30 Initial: 70% 0/720 40 20 6 YRP
Zekkei > P Mid 4 -11 15 6 24 0/720 35 20 6 YRP
Zekkei > K Mid 4 -3 27 2 20 27-36F Foot 0/720 25 20 6 YRP
j.2K High/Air 3, 0×4 +8 10 Until Landing 6 After Landing Initial: 80% 150/360,180×4 16, 10×4 14 6,8×4 YRP
236S Total: 46 10-23F Super Low Profile
24-31F Above Knees
200/- Y
Bakushuu > P Total: 25 1-End Low Profile Y
Bakushuu > K Low 2 -15 8 6 23 8-28F Above Knees Initial: 90% 0/720 30 10 10 YRP
Bakushuu > S Mid 4 +1 17 3 15 1-16F Upper Body Initial: 75% 200/720 50 10 6 YRP
Bakushuu > S > H Mid 3 +3 28 1 13 1-27F Upper Body Initial: 75% 50/720 40 10 6 YRP
Bakushuu > H Mid 4 +5 [+3] 23 [28] 1 [3] 13 1-23F Upper Body
[1-9F Upper Body]
[22-28F Upper Body]
Initial: 75% 200/1440
[200/960]
50 [44] 14 6 YRP
22K/S/H Total: 56~77 YR
236K Mid 4 -28 17 6 30 + 11 After Landing Initial: 80% 250/840 55 20 6 YRP
236K Card Mid 4 -30 16 24 14 + 11 After Landing 10-17F Strike Initial: 80% 250/840 80 20 6 YRP
236K MAX Mid 4 -30 16 24 14 + 11 After Landing 10-17F Strike Initial: 80% 250/840 110 20 6 YRP
j.236K All 4 8 4 Until Landing + 11 Initial: 80% 200/720
[0/1200]
50 [28] 20 6 YRP
j.236K Card All 4 8 22 Until Landing + 11 1-8F Strike
[1-8F Strike]
Initial: 80% 200/720
[0/1200]
75 [65] 3 [20] 8 [6] YRP
j.236K MAX All 4 8 22 Until Landing + 11 1-8F Strike
[1-8F Strike]
Initial: 80% 200/720
[0/1200]
110 [100] 3 [20] 8 [6] YRP
214K High/Air 2 [0] -13 19 [17] 13 3+10 After Landing
[Until Landing + 10]
200/480
[0/480]
35 [16] 10 [3] 7 [8] YRP
214K Card High/Air 2 [0] -6 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
200/480
[0/480]
28×3 [22×3] 10 [3] 7 [8] YRP
214K MAX High/Air 2 [0] -1 18 [12] 13 Until Landing + 5 4-Onward Lower Body 200/480
[0/480]
55 [45] 10 [3] 7 [8] YRP
j.214K High/Air 2 [0] 16 [17] 13 Until Landing + 10 150/360
[0/480]
30 [16] 10 [3] 7 [8] YRP
j.214K Card High/Air 2 [0] 15 [12] 13
[3,4,6]
Until Landing + 10 150/360
[0/480]
24 [22×3] 10 [3] 7 [8] YRP
j.214K MAX High/Air 2 [0] 15 [12] 13 Until Landing + 5 150/360
[0/480]
50 [45] 10 [3] 7 [8] YRP
623K Mid 2 -37 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing 1-6F All Initial: 90% 200/240 11×4 10 3 R
623K Card Mid 2 -38 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing 1-13F All Initial: 90% 200/240 11×6 10 2 R
623K MAX Mid 2 -41 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 1-13F All Initial: 90% 200/240×7 11×6,30 10 1 R
j.623K All 2 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
1-4F All Initial: 90% 150/180
[0/240]
12×3 [8×3] 10 3 R
j.623K Card All 2 5 2,2(1)4(1)2(2)1(1)9 20 1-11F All Initial: 90% 150/180
[0/240]
9×6 [8×6] 10 1 R
j.623K MAX All 2 5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 1-11F All Initial: 90% 150/180×7
[0/240×7]
9×6,30
[8×6,30]
10 1 R
※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.

(to-do: move these into their respective notes. as they no longer blow up formatting.)

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146S Mid 4 -29 7+Flash 123+0
[6+Flash 123+0]
20 27 1-10 Strike
[1-10 All]
-5000/0 20,7×16,40,80
[25,8×16,50,100]
20 6,2×16,6×2 YRP
236236H Mid 4 -23 1+4 6 36 1-7 Strike -5000/0 60 20 6 YRP
236236H > P Mid 4 [4, 0] 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
1F onwards airborne 70 [70, 60] 6 [6, 8] RP
632146H All 2 +3 20+1 48 11 1-5 Throw
6-23 All
-5000/0 16×13 6 3 YRP

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -23 9+12
[5+12]
4 36 3-24F All
[2-20F All]
DESTROY 14 6

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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