< GGACR | Jam Kuradoberi

Glossary
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. |
GuardBalance | Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier. |
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. 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. | ||||||||||||
gbp | Guard Bar Plus. How much the Guard Bar increases on block. | ||||||||||||
gbm | Guard Bar Minus. How much the Guard Bar 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.
| ||||||||||||
Tension | Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied. | ||||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. | ||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed. | ||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech.
|
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see GGACR/Frame Data |
System Data
Damage Received Modifier | Guts Rating | Guard Balance | Guard Recovery | Gravity Mod | Stun Resist | Wakeup Face Down | Wakeup Face Up |
---|---|---|---|---|---|---|---|
1.06 | 3 | 1.0 | 1/5F | 1.1 | 65 | 50F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
5.5 | 4.5 | 10.0 | 0.42 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
13 | 1~7F | 10.0 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 22.0 | 1.1 | 41F | 5.25 | 5.0 |
High Jump Values
Prejump | High Jump vY | High Jump Height | High Jump Duration | Forwards High Jump vX | Backwards High Jump vX |
---|---|---|---|---|---|
3F |
Air Dash Values
Number of Air Dashes | Forwards Air Dash Startup | Forwards Air Dash Duration | Forwards Air Dash Speed | Backwards Air Dash Startup | Backwards Air Dash Duration | Backwards Air Dash Speed | Minimum Rising Airdash Height |
---|---|---|---|---|---|---|---|
1 | 7F | 15F | 20.0 | 6F | 12F | 15.0 | 20.0 |
Tension Gain Values
Forwards Walk | Run | Forwards Jump | Forwards Air Dash |
---|---|---|---|
7.2 | 15.0 | 6.0 | 15.0 |
Proximity Ranges
Close Slash Proximity Range | Ground Throw Range | Air Throw Range |
---|---|---|
140 | 43 | 88 |
Normal Moves
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
5P | 12 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 3 | 3 | 4 | +3 | 9 | 10 | 10 | 11 | N/A | |||
5K | 12 | 5 | 7 | 80% | Low | 2 | SR | 2.64 | 5 | 4 | 7 | +1 | 11 | 12 | 12 | 6 | N/A | ||
c.S | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 8 | 12 | -6 | 13 | 14 | 14 | 13 | N/A | |||
f.S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 5 | 10 | -1 | 13 | 14 | 14 | 13 | N/A | |||
5H | 24×3 | 14×2,20 | 6×3 | Mid | 4×2, 5 | SR | 3.84×3 | 13 | 3(3)3(3)3 | 15 | +1 | 22~24F, 34~36F Upper Body 25~33F Low Profile | 16×2, 18 | Crouch 18×2, Crouch 20 | 16×2, 18 | 7×2, 15 | N/A | ||
5D | 16 | 8 | 20 | High | 3 | R | 2.64 | 26 | 4 | 12 | -2 | 13 | Launch 48 | 14 | 13 | N/A | |||
6P | 18×2 | 10, 14 | 7, 6 | 90% | Mid | 3, 4 | SR | 2.64×2 | 7 | 1(10)3 | 12 | +2 | 1~7F Above Knees 8~20F Upper Body | 13, 16 | 14, 17 | 14, 16 | 13, 14 | N/A | |
6K | 16, 26 | 10×2 | 7×2 | Mid | 3 | SJR | 2.64×2 | 6 | 4(6)8 | 20 | -14 | 13 | Stand 14 | 14 | 6, 13 | N/A | |||
6H | 28 | 10 | 6 | Mid | 4 | SR | 3.84 | 18 | 6 | 10 | +3 | 1~18F, 32~33F Lower Body 1~18F Throw 24~31F Above Knees | 18 | Stand 23 | 22 + GBounce | 14 | N/A | ||
6HH | 53 | 20 | 6 | Mid | 5 | R | 3.84 | 10 | 7 | 23 | -11 | 1~6F Above Knees 7~7F Upper Body | 18 | Launch | 48 + WStick 24 | 15 | N/A | ||
3H | 30×2 | 20×2 | 6×2 | 90% | All | 5 | R | 3.84×2 | 5 | 2(2)4 | 15+8 after landing | -8 | 18 | 19 | 18 | 15 | N/A | ||
2P | 6 | 3 | 8 | 90% | Mid | 1 | CSR | 1.44 | 4 | 2 | 4 | +4 | 9 | 10 | 10 | 11 | N/A | ||
2K | 8 | 3 | 8 | 80% | Low | 1 | CSR | 1.44 | 5 | 3 | 9 | -2 | 9 | 10 | 10 | 11 | N/A | ||
2S | 26 | 10 | 7 | 80% | Mid | 3 | SR | 2.64 | 6 | 5 | 9 | +0 | 13 | 14 | 14 | 13 | N/A | ||
2H | 20×2 | 14×2 | 6×2 | Mid | 4 | SR | 3.84×2 | 9 | 4,4 | 25 | -12 | 16 | 17 | 22 | 14 | N/A | |||
2D | 28 | 8 | 7 | Low | 3 | SJRF | 2.64 | 6 | 4 | 16 | -6 | 13 | 14 | 14 | 13 | 1~6F | |||
j.P | 11 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 5 | 4 | 14 | 9 | 10 | 10 | 11 | N/A | ||||
j.K | 14 | 3 | 8 | High/Air | 1 | SR | 1.44 | 5 | 8 | 11 | 9 | 10 | 10 | 11 | N/A | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 4 | 5 | 9 | 13 | Launch | 16 | 13 | N/A | ||||
j.H | 35 | 8 | 7 | High/Air | 3 | SR | 2.64 | 7 | 10 | 16 | 13 | 14 | 14 | 13 | N/A | ||||
j.D | 16, 28 | 8×2 | 7×2 | High/Air | 3 | SR | 2.64×2 | 7 | 3(4)6 | 16+4 after landing | 13 | 14, Launch | 14, 24 | 13 | N/A |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
Ground Throw | 42 | 6×2 | Forced 50% | 43 pixels | RF | 4.00 | Launch 38 | 43~44F | |||||||||||
Air Throw | 60 | 6, 7 | Forced 50% | 88 pixels | 5.98 | 50 | N/A | ||||||||||||
Dead Angle Attack | 20 | 10 | 7 | 50% | All | 3 | R | 0.52 | 13 | 6 | 16 | -8 | 1~18F All 19~27F Throw | 13 | Down | 14 | 13 | N/A |
Special Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
22K/S/H | Breath of Asanagi | Total 53 | N/A | |||||||||||||||||
236K | Ryuujin | 50 | 20 | 6 | All | 5 | R | 2.50/8.40 | 17 | 6 | 25+11 after landing | -23 | 1~4F Strike 7~8F Low Profile | 18 | Launch | 36 + WBounce | 15 | N/A | ||
j.236K | Air Ryuujin | 52 | 20 | 6 | All | 5 | R | 2.00/7.20 | 9 | 6 | Until landing+11 | 18 | Launch | 36 | 15 | N/A | ||||
236D | Powered Up Ryuujin | 66 | 20 | 10 | 80% | All | 5 | R | -/12.00 | 11 | 16 | Until landing+17 | 1~9F Strike | 18 | Launch | 70 + WStick 35 | 15 | N/A | ||
214K | Gekirin | 42 | 8 | 7 | High/Air | 3 | R | 2.00/4.80 | 19 | 13 | 3+10 after landing | -9 | 13 | Launch 28 | 14 | 13 | N/A | |||
j.214K | Air Gekirin | 38 | 8 | 7 | High/Air | 3 | R | 1.50/3.60 | 17 | 13 | Until landing+10 | 13 | Launch | 25 + GBounce | 13 | N/A | ||||
214D | Powered Up Gekirin | 21×3 | 8×3 | 11×3 | High/Air | 3 | R | -/4.80×3 | 12 | 3,4,7 | Until landing+12 | 13 | Launch | 60 | 13 | N/A | ||||
623K | Kenroukaku | 14×4 | 10×4 | 3×4 | Mid | 3 | R | 2.00/2.40×4 | 7 | 4,4,5,10 | 21+6 after landing | -36 | 1~10F Strike | 13 | Launch | 30 | 6 | N/A | ||
j.623K | Air Kenroukaku | 12×3 | 10×3 | 3×3 | All | 3 | R | 1.50/1.80 | 4 | 4,4,5,10 | Until landing+6 | 2~3F Strike | 13 | Launch | 30 | 6 | N/A | |||
623D | Powered Up Kenroukaku | 15×6, 24 | 10×7 | 8×7 | 80% | All | 3 | R | -/2.40 | 3 | 2×5,3,13 | Until landing+5 | 1~17F Strike | 13 | Launch | 90 | 6 | N/A | ||
236S | Bakushuu | 2.00/- | Total 46 | 8~23F Above Feet 24~31F Low Profile | N/A | |||||||||||||||
236S > P | Mawarikomi | Total 26 | 6~20F, 24~26F Above Feet | N/A | ||||||||||||||||
236S > K | Ashibarai | 30 | 8 | 7 | Low | 3 | R | -/7.20 | 10 | 8 | 22 | -16 | 10~31F Low Profile | 13 | Down | 25 | 13 | N/A | ||
236S > S | Hyappo Shinshou | 50 | 14 | 6 | 75% | Mid | 5 | R | -/7.20 | 18 | 3 | 15 | +1 | 18 | Launch | 26 | 15 | N/A | ||
236S > H | Senri Shinshou | 50 | 14 | 6 | 75% | Mid | 5 | RF | -/14.40 | 24 | 3 | 12 | +4 | 14~19F Low Profile | 18 | Launch | 40 + WBounce | 15 | 21~24F | |
236S > H Crossup | Senri Shinshou (Crossup) | 50 | 14 | 6 | 75% | Mid | 5 | R | -/9.60 | 29~ | 3 | 15 | +1 | When Jam changes direction: 1~6F Above Knees | 18 | Launch | 32 + WBounce | 15 | N/A | |
546 | Hochifu | -/4.00 | 1~8F Guard High | N/A | ||||||||||||||||
j.2+K | Houeikyaku | 16, 10×N | 11 | 6, 8×N | 80%, 100%×N | High/Air | 4, 1×N | R | 1.50/3.60, 1.80×N | 10 | Until landing | 6 after landing | +8 | 16 | 17, 10×N | 16, 10×N | 14, 5×N | N/A | ||
236P | Choujin | F | 0.50/- | Total 41+2 after landing | 6~8F | |||||||||||||||
j.236P | Air Choujin | F | 0.50/- | Until landing+2 | 6~8F |
- ※1: Jam is in crouching state after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
22D | FB Breath of Asanagi | Total 50 | |||||||||||||||||
236S > D | FB Hyappo Shinshou | 65 | 14 | 6 | 85% | Mid | 5 | R | 0.40/- | 14 | 3 | 15 | +1 | 2~2F Low Profile 3~14F Strike | 18 | Launch | 28 | 15 |
Overdrives
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
632146H | Renhoukyaku | 18×9 | 6×9 | 3×9 | All | 2 | 10+0 | 32 | 9 | +1 | 1~10F Throw | 11 | Launch | 28 | 0 | N/A | ||||
632146S | Choukyaku Hououshou | 20, 9×10, 40, 80 | 20 | 6, 2×10, 6×2 | Mid | 5, 3×10, 5×2 | R | 7+0 | 21 | 24 | -26 | 1~8F Strike 9~29F Feet 30~40F Low Profile | 18 | 19, 14×10, Launch×2 | 18, 40×10, 80, 120 | 15, 6×10, 15×2 | N/A | |||
236236H | Geki: Saishinhou | 50,70 | 20×2 | 6×2 | 150%, Forced 75% | Mid | 5 | RF | 1+2 | 3,3 | 36 | -20 | 1~8F Strike | 18 | Stagger 35, Launch | 90 | 15 | 3~4F | ||
64641236PK | Tousai Hyakuretsuken | 1×100 | 20 | 6, 0×99 | All | 5, 1×99 | R | 5+2 | 14 | 27 | -22 | 1~6F Strike 36~51F Feet 52~67F Low Profile | 18 | Launch | Down | 15, 0×97, 11×2 | N/A |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236236H | Gasenkotsu | Fatal | 20 | All | 5 | 11+6 | 12 | 22 | -15 | 12~16F Strike | 18 | 15 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff

To edit frame data, edit values in GGACR/Jam Kuradoberi/Data.