GGACR/Jam Kuradoberi/Frame Data
< GGACR | Jam Kuradoberi
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System Data[edit]
Defense: | x1.06 |
Guts: | 3 |
Weight: | Super Lightweight (x1.1) |
Stun Resistance: | 65 |
Prejump: | 3F |
Backdash: | 13F (1~>7F invuln) |
Wakeup Time: | 53F (Face Up) / 50F (Face Down) |
Unique Movements: |
Normals[edit]
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The 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. | Inv.Invincibility | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - Chain cancellable (into itself) S - Special/Overdrive cancellable J - Jump cancellable R - Roman cancellable F - Force Roman cancellable |
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. |
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5P![]() |
12 | Mid | 3 | 3 | 4 | +3 | - | 3 | 9 | 1.44 | CSJR | 1 |
5K![]() |
12 | Low | 5 | 4 | 7 | +1 | - | 5 | 7 | 2.64 | SR | 2 |
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c.S![]() |
28 | Mid | 6 | 8 | 12 | -6 | - | 10 | 7 | 2.64 | SJR | 3 |
f.S![]() |
30 | Mid | 6 | 5 | 10 | -1 | - | 10 | 7 | 2.64 | SJR | 3 |
5H![]() |
24x3 | Mid | 13 | 3(3)3(3)3 | 15 | +1 | - | 14x2,20 | 6x3 | 3.84x3 | SR | 4x2,5 |
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6P![]() |
18x2 | Mid | 7 | 1(10)3 | 12 | +2 | 1~7F Above Knees 8~20F Upper Body |
10,14 | 7,6 | 2.64x2 | SR | 3,4 |
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6K![]() |
16,26 | Mid | 6 | 4(6)8 | 20 | -14 | - | 10x2 | 7x2 | 2.64,3.84 | SJR | 3 |
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6H![]() |
28 | Mid | 18 | 6 | 10 | +3 [+8 on hit] | 1~18F Lower Body, Throw 24~21F Above Knees |
20 | 6 | 3.84 | SR | 4 |
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6H > H![]() |
53 | Mid | 10 | 7 | 23 | -11 | 1~6F Above Knees 7~7F Upper Body |
20 | 6 | 3.84 | R | 5 |
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3H![]() |
30 x 2 | All | 5 | 2(2)4 | 15+ 8 after landing | -8 | - | ?? | ?? | ?? | R | 5 |
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5D![]() |
16 | High | 26 | 4 | 12 | -2 | - | 8 | 20 | 2.64 | R | 3 |
2P![]() |
6 | Mid | 4 | 2 | 4 | +4 | - | 3 | 8 | 1.44 | CSR | 1 |
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2K![]() |
8 | Low | 5 | 3 | 9 | -2 | - | 3 | 8 | 1.44 | CSR | 1 |
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2S![]() |
26 | Mid | 6 | 5 | 9 | +0 | - | 10 | 7 | 2.64 | SR | 3 |
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2H![]() |
20x2 | Mid | 9 | 4,4 | 25 | -12 | - | 14,14 | 6x2 | 3.84x2 | SR | 4 |
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2D![]() |
28 | Low | 6 | 4 | 16 | -6 | - | 8 | 7 | 2.64 | SJRF | 3 |
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j.P![]() |
11 | High/Air | 5 | 4 | 14 | - | - | 3 | 8 | 1.44 | CSR | 1 |
j.K![]() |
14 | High/Air | 5 | 8 | 11 | - | - | 3 | 8 | 1.44 | SR | 1 |
j.S![]() |
28 | High/Air | 4 | 5 | 9 | - | - | 10 | 7 | 2.64 | SJR | 3 |
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j.H![]() |
35 | High/Air | 7 | 10 | 16 | - | - | 10 | 7 | 2.64 | SR | 3 |
j.D![]() |
16,28 | High/Air | 7 | 3(4)6 | 16+4 after landing | - | - | 10x2 | 7x2 | 2.64x2 | SR | 3 |
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Universal Mechanics[edit]
Specials[edit]
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The 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. | Inv.Invincibility | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - Chain cancellable (into itself) S - Special/Overdrive cancellable J - Jump cancellable R - Roman cancellable F - Force Roman cancellable |
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. |
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Breath of Asanagi![]() 22K/S/H |
- | - | - | - | Total: 53 | - | - | - | - | - | - | - |
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Ryuujin![]() 236K |
50 | All | 17 | 6 | 25+11 Landing | -23 | 1~4F Strike 7~8F Low Profile |
20 | 6 | 2.50/8.40 | R | 5 |
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Ryuujin (Air)![]() j.236K |
52 | All | 9 | 6 | 11 Landing | - | - | 20 | 6 | 2.00/7.20 | R | 5 |
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Ryuujin (Powered Up)![]() 236D |
66 | All | 11 | 16 | 17 Landing | - | 1~9F Strike | 20 | 15 | -/12.00 | R | 5 |
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Gekirin![]() 214K |
42 | High/Air | 19 | 13 | 3+10 Landing | -9 | - | 10 | 7 | 2.00/4.80 | R | 3 |
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Gekirin (Air)![]() j.214K |
38 | High/Air | 17 | 13 | 10 Landing | - | - | 10 | 7 | 1.50/3.60 | R | 3 |
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Gekirin (Powered Up)![]() 214D |
21x2 | High/Air | 12 | 3,4,7 | 12 Landing | - | - | 10x2 | 11 | -/4.80x2 | R | 3 |
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Kenroukaku![]() 623K |
14x4 | Mid | 7 | 4,4,5,10 | 21+6 Landing | -36 | 1~10F Strike | 10x4 | 3x4 | 2.00/2.40x4 | R | 3 |
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Kenroukaku (Air)![]() j.623K |
12x3 | All | 5 | 4,4,5,10 | 6 Landing | - | 2~3F Strike | 10x3 | 3x3 | 1.50/1.80 | R | 3 |
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Kenroukaku (Powered Up)![]() 623D |
15x6, 24 | Allx6, HLF | 3 | 2x5,3,13 | 11 Landing | - | 1~17F Strike | 10x7 | 4x7 | -/2.40 | R | 3 |
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Bakushuu![]() 236S |
- | - | - | - | Total 46 | - | 8~23F Above Feet 24~31F Low Profile |
- | - | 2.00/- | - | - |
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Mawarikomi![]() Bakushuu > P |
- | - | - | - | Total 26 | - | 1~4F Strike 2~15F, 21~26F Above Feet |
- | - | - | - | - |
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Ashiharai![]() Bakushuu > K |
30 | Low | 10 | 8 | 22 | -16 | 10~31F Low Profile | 8 | - | -/7.20 | R | 3 |
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Hyappo Shinshou![]() Bakushuu > S |
50 | Mid | 18 | 3 | 15 | +1 | - | 14 | 7 | -/7.20 | R | 5 |
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Senri Shinshou![]() Bakushuu > H |
50 | Mid | 24 | 3 | 12 | +4 | 14~19F Low Profile | 14 | 6 | -/14.40 | RF | 5 |
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Senri Shinshou (Crossup)![]() Bakushuu > H |
50 | Mid | 29~ | 3 | 15 | +1 | 6F When Jam changes direction | 14 | 6 | -/9.60 | R | 5 |
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Hochifu (Parry)![]() 546 |
- | - | - | - | - | - | 1~8F Guard High | - | - | -/4.00 | - | - |
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Houeikyaku![]() j.2K |
16,10xN | High/Air | 10 | until landing | 6 after landing | +8 | - | 14xN | 6,8xN | 1.50/3.60,1.8xN | R | 4,1xN |
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Choujin![]() 236P |
- | - | - | - | Total: 41+2 after landing | - | 6~Until L Feet | - | - | 0.5/- | F | - |
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Choujin (Air)![]() j.236P |
- | - | - | - | 2 Landing | - | - | - | - | 0.5/- | F | - |
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- *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[edit]
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K, 6K | c.S, f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Jump, Sp |
6P | 2P | 2K, 6K | c.S, f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Sp |
5K | 2P, 6P | 2K, 6K | c.S, f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Sp |
6K | 2P | 2K | c.S, f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Jump, Sp |
2K | 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 2H, 6H, 3H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H, 6H, 3H | 5D, 2D | Jump, Sp |
2S | - | 5K, 2K | - | 5H, 2H, 6H, 3H | 5D, 2D | Sp |
5H | - | 6K | - | 3H, 6H | - | Sp |
3H | - | - | - | - | - | Card Specials |
6H | - | - | - | 6HH | - | Sp |
6HH | - | - | - | - | - | Card up, Card Specials |
2H | - | - | - | 3H, 6H | - | Sp |
5D | - | - | - | - | - | Homing Jump |
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 on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
[edit]
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To edit frame data, edit values in GGACR/Jam Kuradoberi/Data. |
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System Explanations
Starter Guide • HUD • Controls • Frame Data & System Data • FAQ
Movement/Canceling • Offense • Defense • Damage/Combo System • Gauges • Misc