GGX/Jam Kuradoberi

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Overview

Overview
Worst "whachaa" in the series
GGX Jam Kuradoberi Nameplate.png
GGX Jam Kuradoberi Portrait.png
Damage Received Mod
x1.06
Guts Rating
3/5
Gravity Mod
x1
Stun Resistance
60
Prejump
2F
Backdash
14F (1~7F Strike Invuln)
Wakeup Timing
33F (Face Up)/ 33F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
5P (4F, whiffs crouchers)
2P, 5K (4F)
Reversals
623K (7F)
214S (Catch High 1~24F)
632146S (8F)
Pros
Cons
  • High damage with Cards:
  • Strong pressure:
  • Good knockdowns with Cards:
  • Limited range:
  • Weak to zoning:


Kick Specials
RyuujinGGAC Jam 236K.pngGuardMidStartup17Recovery31+11 after landingAdvantage-47, GekirinGGAC Jam 214K.pngGuardHigh/AirStartup19Recovery3+10 after landingAdvantage-, and KenroukakuGGAC Jam 623K.pngGuardMidStartup7Recovery21+6 after landingAdvantage-32 together form a pseudo rekka. One special can be cancelled into another (but not into itself) at any point before Jam lands, up to three specials total. The followup versions have faster startup to combo into each other, but lower damage.
Cards GGAC Jam 22KIcons.png

Using Asanagi no KoukyuuGGAC Jam 22K.pngGuardStartupRecoveryTotal 57Advantage- allows Jam to stock up cards that exchange her kick specials. She can have up to three cards per special.

With a card in possession using appropriate move will automatically consume a card regardless of whether it was used raw or as a followup. In exchange cards give more invincibility, deal higher damage, and guarantee a knockdown.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 4 3 7 0
Level Guard Bar+ Guard Bar-
1

5K

Damage Guard Startup Active Recovery On-Block Invuln
10×3 Mid 4 1(6)1(5)1 16 -7
Level Guard Bar+ Guard Bar-
1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 6 8 9 -3
Level Guard Bar+ Guard Bar-
2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 4(1)1 9 -1
Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
20×3 Mid 13 3(3)3(3)3 27 -11
Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
32 High 23 4 12 +3
Level Guard Bar+ Guard Bar-
3

6P

Damage Guard Startup Active Recovery On-Block Invuln
20×2 Mid 9 1(10)3 12 -1 1~22F Upper Body
Level Guard Bar+ Guard Bar-
2

6H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 All 5 2(2)4 15+6 after landing -6 5~26F Airborne
Level Guard Bar+ Guard Bar-
3

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 4 2 7 +1
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 5 3 9 -2
Level Guard Bar+ Guard Bar-
1

2S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 6 4 10 0
Level Guard Bar+ Guard Bar-
2

2H

Damage Guard Startup Active Recovery On-Block Invuln
20×2 Mid 9 4,4 27 -12
Level Guard Bar+ Guard Bar-
3

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 7 3 21 -10
Level Guard Bar+ Guard Bar-
2

j.P

Damage Guard Startup Active Recovery On-Block Invuln
9 High/Air 5 4 16
Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 5 6 12
Level Guard Bar+ Guard Bar-
1

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 5 5 9
Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
36 High/Air 5 10 12
Level Guard Bar+ Guard Bar-
2

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
20 All 13 6 12 -4 1~5F All
6~18F Strike
Level Guard Bar+ Guard Bar-
2
  • In crouching state during move

Special Moves

Asanagi no Kokyuu

22K/S/H

Damage Guard Startup Active Recovery On-Block Invuln
Total 57
Level Guard Bar+ Guard Bar-
  • Jam gets a charge on 57F
  • Can store up to 3 charges for each special

Ryuujin

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 72 Mid 17 6 31+11 after landing -47 1~4F Strike
9~52F Airborne
j.236K 66 All 9 6 Until landing+11
236K Followup 28 All 9 6 Until landing+14
236K Card 105 Mid 18 16 19+13 after landing -29 1~16F Strike
9~51F Airborne
j.236K Card 102 All 11 16 Until landing+13 1~8F Strike
236K Card Followup 70 All 11 16 Until landing+15 1~8F Strike
Version Level Guard Bar+ Guard Bar-
236K 3
j.236K 3
236K Followup 3
236K Card 3
j.236K Card 3
236K Card Followup 3

236K: j.236K: 236K Followup:

  • Ground version: Airborne from 1F, recovery 31F before landing

236K Card:

  • Charge is consumbed on 9F

j.236K Card: 236K Card Followup:

  • Ground version: Airborne from 1F, recovery 19F before landing

Gekirin

214K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214K 40 High/Air 19 13 3+10 after landing 4~33F Airborne
j.214K 30 High/Air 16 13 Until landing+10
214K Followup 16 High/Air 17 13 Until landing+16
214K Card 32×3 High/Air 18 3,4,6 4+10 after landing -6 4~33F Airborne
j.214K Card 28×3 High/Air 15 3,4,6 Until landing+10
214K Card Followup 24×3 High/Air 12 3,4,6 Until landing+16
Version Level Guard Bar+ Guard Bar-
214K 2
j.214K 2
214K Followup 1
214K Card 2
j.214K Card 2
214K Card Followup 2

214K: j.214K: 214K Followup:

  • Ground version: Airborne from 1F, recovery 0F before landing

214K Card:

  • Charge is consumbed on 4F

j.214K Card: 214K Card Followup:

  • Ground version: Airborne from 1F, recovery 0F before landing

Kenroukaku

623K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623K 15×4 Mid 7 4,4,5,10 21+6 after landing -32 1~6F Strike
3~49F Airborne
j.623K 12×4 All 5 4,4,5,10 Until landing+6 3~4F Strike
623K Followup 8×4 All 5 4,4,5,10 Until landing+16 3~4F Strike
623K Card 15×7 Mid 7 2×5,3,10 23+6 after landing -34 1~13F Strike
3~51F Airborne
j.623K Card 16×7 All 5 2×5,3,10 Until landing+6 1~11F Strike
623K Card Followup 14×7 All 5 2×5,3,10 Until landing+16 1~11F Strike
Version Level Guard Bar+ Guard Bar-
623K 2
j.623K 2
623K Followup 2
623K Card 2
j.623K Card 2
623K Card Followup 2

623K: j.623K: 623K Followup:

  • Ground version: Airborne from 1F, recovery 17F before landing

623K Card:

  • Charge is consumbed on 3F

j.623K Card: 623K Card Followup:

  • Ground version: Airborne from 1F, recovery 21F before landing

Bakushuu

236S

Damage Guard Startup Active Recovery On-Block Invuln
Total 46 8~23F Above Feet
24~31F Low Profile
Level Guard Bar+ Guard Bar-
  • In CH state during move
  • Can cancel into followups 8~25F

Mawarikomi

236S > P

Damage Guard Startup Active Recovery On-Block Invuln
Total 26 1~15F, 21~26F Above Feet
Level Guard Bar+ Guard Bar-
  • Can pass through opponent 2~14F

Ashibarai

236S > K

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 10 8 22 -16 10~31F Low Profile
Level Guard Bar+ Guard Bar-
2
  • In CH state during move
  • Can cancel into followups 2F onwards

Hyappo Shinshou

236S > S

Damage Guard Startup Active Recovery On-Block Invuln
18×3 Mid 21 10 14 -6 2~7F Strike
20F Upper Body
Level Guard Bar+ Guard Bar-
2

Senri Shinshou

236S > H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S > H 20×4 Mid 25 2×4 28 -16 14~20F Low Profile
236S > H Crossup 20×4 Mid 27~ 2×4 26 -9 Direction change: 1~7F Low Profile
Version Level Guard Bar+ Guard Bar-
236S > H 2
236S > H Crossup 3

236S > H:

  • Can pass through opponent 2~11F

236S > H Crossup:

  • Startup varies depending on distance from opponent

Hochifu

214S

Damage Guard Startup Active Recovery On-Block Invuln
Total 43 1~24F Guard High
Level Guard Bar+ Guard Bar-
  • Upon successful parry can cancel into anything except movement
  • Movement is locked out for 14F

Houeikyaku

j.2+K

Damage Guard Startup Active Recovery On-Block Invuln
16, 10×N High/Air 9 Until landing 8 after landing
Level Guard Bar+ Guard Bar-
2, 1×N

Overdrives

Choukyaku Hououshou

632146S

Damage Guard Startup Active Recovery On-Block Invuln
20, 9×10, 40, 80 Mid 7+1 21 24 -26 1~15F Strike
32~43F Upper Body
Level Guard Bar+ Guard Bar-
3, 2×10
  • 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
  • Final hit will not happen if 12th hit does not connect

Renhoukyaku

632146H

Damage Guard Startup Active Recovery On-Block Invuln
14×13 All 20+0 48 6 +6 1~10F Throw
11~20F All
21~22F Strike
Level Guard Bar+ Guard Bar-
2

Instant Kill

Gasenkotsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatral All 9+4 12 22 -15 9~14F Strike
Level Guard Bar+ Guard Bar-
3
  • IK Mode activation: 42F

Navigation

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