GGACR/Jam Kuradoberi/Frame Data

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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.
5PGGAC Jam 5P.png 12 Mid 3 3 4 +3 - 3 9 1.44 CSJR 1
5KGGAC Jam 5K.png 12 Low 5 4 7 +1 - 5 7 2.64 SR 2
  • Hitstop 6F
  • Initial prorate 80%
  • Jam is in CH state during move
c.SGGAC Jam cS.png 28 Mid 6 8 12 -6 - 10 7 2.64 SJR 3
f.SGGAC Jam fS.png 30 Mid 6 5 10 -1 - 10 7 2.64 SJR 3
5HGGAC Jam 5H.png 24x3 Mid 13 3(3)3(3)3 15 +1 - 14x2,20 6x3 3.84x3 SR 4x2,5
  • Forces opponent into crouching state on ground hit
  • 3rd hit pulls in opponent on hit
  • 1st and 2nd hits have hitstop 7F
6PGGAC Jam 6P.png 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
  • Staggers opponent on ground CH (1st hit max 41F, 2nd hit max 45F)
6KGGAC Jam 6K.png 16,26 Mid 6 4(6)8 20 -14 - 10x2 7x2 2.64,3.84 SJR 3
  • Forces opponent into standing state on ground hit
  • 1st hit has hitstop 6F
6HGGAC Jam 6H.png 28 Mid 18 6 10 +3 [+8 on hit] 1~18F Lower Body, Throw
24~21F Above Knees
20 6 3.84 SR 4
  • Lower Body invincible still has back leg vulnerable
  • Forces opponent into standing state on ground hit
  • Ground bounces opponent on air hit (Untechable for 32F) ???
  • Hitstun 23F
  • Untechable for 22F
  • Blockstun 18F
  • Can cancel into 6H > H froom 19~32F
  • Treated as CH-state until move ends
  • Attack Level 6
6H > HGGAC Jam 6HH.png 53 Mid 10 7 23 -11 1~6F Above Knees
7~7F Upper Body
20 6 3.84 R 5
  • Wallsticks opponent on hit (untechable for 48F, sticks for 24F)
  • Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Ryuujin (Powered Up), Gekirin (Powered Up), Kenroukaku (Powered Up)
  • Jam is in CH state during move
3HGGACR Jam 3H.png 30 x 2 All 5 2(2)4 15+ 8 after landing -8 - ?? ?? ?? R 5
  • Initial prorate 90%
  • Jam is in an airborne state during active frames
  • Jam is in crouching state during recovery
  • 2nd hit can be canceled into Charged Kick Specials
5DGGAC Jam 5D.png 16 High 26 4 12 -2 - 8 20 2.64 R 3
2PGGAC Jam 2P.png 6 Mid 4 2 4 +4 - 3 8 1.44 CSR 1
  • Initial prorate 90%
2KGGAC Jam 2K.png 8 Low 5 3 9 -2 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2SGGAC Jam 2S.png 26 Mid 6 5 9 +0 - 10 7 2.64 SR 3
  • Staggers opponent on ground hit (max 39F)
  • Initial prorate 80%
2HGGAC Jam 2H.png 20x2 Mid 9 4,4 25 -12 - 14,14 6x2 3.84x2 SR 4
  • Pulls in opponent on air hit (untechable for 22F)
2DGGAC Jam 2D.png 28 Low 6 4 16 -6 - 8 7 2.64 SJRF 3
  • FRC timing 1~6F
j.PGGAC Jam jP.png 11 High/Air 5 4 14 - - 3 8 1.44 CSR 1
j.KGGAC Jam jK.png 14 High/Air 5 8 11 - - 3 8 1.44 SR 1
j.SGGAC Jam jS.png 28 High/Air 4 5 9 - - 10 7 2.64 SJR 3
  • Floats opponent on hit (untechable for 16F)
j.HGGAC Jam jH.png 35 High/Air 7 10 16 - - 10 7 2.64 SR 3
j.DGGAC Jam jD.png 16,28 High/Air 7 3(4)6 16+4 after landing - - 10x2 7x2 2.64x2 SR 3
  • 2nd hit floats opponent on hit (untechable for 24F)
  • 2nd hit wallbounces opponent on CH (untechable for 60F)

Universal Mechanics[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.
Ground ThrowGGAC Jam throw.png 60 43 pixels - - - - -
  • Floats opponent on hit (untechable for 38F)
  • Forced prorate 50%, but becomes 70% if throw is FRC'd
  • FRC timing 43~44F
  • Jam has 17F to hit the opponent after the throw, 16F if FRC'd. When FRC'd, throw does 0 damage
Air ThrowGGAC Jam airThrow.png 60 88 pixels - - - - - - 6,7 5.98 - -
  • Untechable for 50F
  • Forced prorate 50%
DAAGGAC Jam 2S.png 20 All 13 6 16 -8 1~18F All
19~27F Throw
10 7 2.64 R 3
  • Total animation length 30F
  • Knocks down opponent on ground hit
  • Jam is in crouching state during move
  • Initial prorate 50%

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.
Breath of AsanagiGGAC Jam 22K.png
22K/S/H
- - - - Total: 53 - - - - - - -
  • Jam gets a charge on 53F
  • Can store up to 3 charges for each special
  • K for Ryuujin, S for Gekirin, H for Kenroukaku
RyuujinGGAC Jam 236K.png
236K
50 All 17 6 25+11 Landing -23 1~4F Strike
7~8F Low Profile
20 6 2.50/8.40 R 5
  • Jam is airborne from 9F onwards
  • Wallbounces opponent on hit (untechable for 36F)
  • see notes *1
Ryuujin (Air)GGAC Jam 236K.png
j.236K
52 All 9 6 11 Landing - - 20 6 2.00/7.20 R 5
  • Floats opponent on normal hit (untechable for 36F)
  • Has a minimum height requirement
  • see notes *1
Ryuujin (Powered Up)GGAC Jam 236K.png
236D
66 All 11 16 17 Landing - 1~9F Strike 20 15 -/12.00 R 5
  • Initial prorate 80%
  • Jam is airborne from 1F onwards
  • Wallsticks opponent on hit (untechable for 70F, sticks for 35F)
  • Consumes one charge stock on 1F
  • see notes *1
GekirinGGAC Jam 214K.png
214K
42 High/Air 19 13 3+10 Landing -9 - 10 7 2.00/4.80 R 3
  • Jam is airborne from 4F onwards
  • Floats opponent on hit (untechable on ground hit for 28F)
  • Startup to hit a crouching opponent is 21F (tested on Sol)
  • see notes *1
Gekirin (Air)GGAC Jam 214K.png
j.214K
38 High/Air 17 13 10 Landing - - 10 7 1.50/3.60 R 3
  • Groundbounces opponent on hit (untechable for 35F)
  • Has a minimum height requirement
  • see notes *1
Gekirin (Powered Up)GGAC Jam 214K.png
214D
21x2 High/Air 12 3,4,7 12 Landing - - 10x2 11 -/4.80x2 R 3
  • Jam is airborne from 1F onwards
  • Floats opponent on hit (untechable for 60F)
  • Uses up a charge stock on 1F
  • see notes *1
  • Charged Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)
KenroukakuGGAC Jam 623K.png
623K
14x4 Mid 7 4,4,5,10 21+6 Landing -36 1~10F Strike 10x4 3x4 2.00/2.40x4 R 3
  • Jam is airborne from 3F onwards
  • Floats opponent on hit (untechable for 22F)
  • Hitstop 6F
  • Dizzy modifier x0.375
  • see notes *1
Kenroukaku (Air)GGAC Jam 623K.png
j.623K
12x3 All 5 4,4,5,10 6 Landing - 2~3F Strike 10x3 3x3 1.50/1.80 R 3
  • Floats opponent on hit (untechable for 22F)
  • Hitstop 6F
  • Dizzy modifier x0.375
  • Has a minimum height requirement
  • Max 3 hits
  • see notes *1
Kenroukaku (Powered Up)GGAC Jam 623K.png
623D
15x6, 24 Allx6, HLF 3 2x5,3,13 11 Landing - 1~17F Strike 10x7 4x7 -/2.40 R 3
  • Initial prorate 80%
  • Jam is airborne from 1F onwards
  • Floats opponent on hit (untechable for 90F)
  • Hitstop 6F
  • Dizzy modifier x0.25
  • Uses up a charge stock on frame 1
  • see notes *1
BakushuuGGAC Jam 236S.png
236S
- - - - Total 46 - 8~23F Above Feet
24~31F Low Profile
- - 2.00/- - -
  • Jam is in CH state until end of move
  • Can cancel into followups 6~24F
MawarikomiGGAC Jam 236SP.png
Bakushuu > P
- - - - Total 26 - 1~4F Strike
2~15F, 21~26F Above Feet
- - - - -
  • Can pass through opponent 2~14F
AshiharaiGGAC Jam 236SK.png
Bakushuu > K
30 Low 10 8 22 -16 10~31F Low Profile 8 - -/7.20 R 3
  • Staggers opponent on ground hit (max 25F)
  • Jam is in CH state during move
  • Can cancel into followups (Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku) 3~38F
Hyappo ShinshouGGAC Jam 236SS.png
Bakushuu > S
50 Mid 18 3 15 +1 - 14 7 -/7.20 R 5
  • Floats opponent on normal hit (untechable for 26F)
  • Wall bounces opponent on CH (untechable for 64F)
  • Initial prorate 75%
Senri ShinshouGGAC Jam 236SS.png
Bakushuu > H
50 Mid 24 3 12 +4 14~19F Low Profile 14 6 -/14.40 RF 5
  • Wallbounces opponent on hit (untechable for 40F)
  • Dizzy modifier x1.375
  • Initial prorate 75%
  • FRC timing 21~24F
  • Can pass through opponent 2~11F
  • If Jam passes through opponent, she performs Senri Shinshou (Crossup) instead
Senri Shinshou (Crossup)GGAC Jam 236SS.png
Bakushuu > H
50 Mid 29~ 3 15 +1 6F When Jam changes direction 14 6 -/9.60 R 5
  • Wallbounces opponent on hit (untechable for 32F)
  • Dizzy modifier x1.5
  • Initial prorate 75%
  • Startup varies depending on distance from opponent
Hochifu (Parry)GGAC Jam Parry.png
546
- - - - - - 1~8F Guard High - - -/4.00 - -
  • Will parry any attack that can be blocked high if it hits within 8F after parry input
  • Pressing any direction other than forward or neutral during this time will immediately cancel the parry attempt
  • After inputting a parry, you cannot attempt another parry for 15F (does not apply to successful parries)
  • Any moves input during the hitstop of a successful parry will start up once hitstop ends
HoueikyakuGGAC Jam j2K.png
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
  • 2nd hit onwards only activate if 1st hit hits opponent
  • All hits other than the 2nd have hitstop 5F
  • 1st hit has initial prorate 80%
  • Has a minimum height requirement
  • 2nd hit will only trigger if the 1st hit hits opponent (not block or whiff)
  • Listed Frame Adv is for TK Houeikyaku performed as fast as possible (startup 14F)
ChoujinGGAC Jam 236P.png
236P
- - - - Total: 41+2 after landing - 6~Until L Feet - - 0.5/- F -
  • Jam is airborne from 1F onwards
  • Can pass through opponent 1~17F
  • Jam is in CH state 1~5F
  • FRC timing 1~3F
  • Auto Jump Installs
  • Can perform any action other than blocking or FD from 20F onwards
Choujin (Air)GGAC Jam 236P.png
j.236P
- - - - 2 Landing - - - - 0.5/- F -
  • Jam can pass through opponent and in CH state from 1~18F
  • Cannot be used after a double jump
  • Can perform any action other than blocking or FD from 22F onwards
*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]

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.
FB Asanagi no KokyuuGGAC Jam 22K.png
22D
- - - - Total: 50 - - - - - - -
  • Charge completes on Frame 5
  • Jam gains 1 charge for each Kick Special per corresponding input
FB Hyappo ShinshouGGAC Jam 236SS.png
Bakushuu > D
65 Mid 14 3 15 +1 2~2F Low Profile
3~14F Strike
14 6 - R 5
  • Untechable for 28F
  • Dizzy modifier x1.25
  • Initial prorate 85%
  • Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks

Overdrives[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.
RenhoukyakuGGAC Jam 632146H.png
632146H
18x9 All 10+0 32 9 +1 1~10F Throw 6x9 3x9 - - 2
  • Floats opponent on hit (untechable for 28F)
  • Pulls in opponent on hit or block
  • Hitstop 0F
  • Opponent's inputs are frozen after superflash until 2nd active frame
  • 9th hit ???
Choukyaku HououshouGGAC Jam 632146S.png
632146S
20,9x10,40,80 Mid 7+0 21 24 -26 1~8F Strike
9~29F Feet
30~40F Low Profile
20 6,2x10,6x2 - R 5,3x10,5x2
  • 12th~13th hits float opponent
  • 2nd~11th hits have hitstop 6F
  • 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0
  • Untechable times: 1st hit: 18F, hits 2nd-11th hits: 40F, 12th hit: 80F, 13th hit: 114F
  • Opponent's inputs are frozen after superflash until 2nd active frame
Geki: SaishinhouGGAC Jam 236236H.png
236236H
50,70 Mid 1+2 3,3 36 -20 1~8F Strike 20x2 6x2 - RF 5
  • 1st hit staggers opponent on hit (max 35F)
  • 2nd hit floats opponent
  • Both hits are untechable on air hit for 90F
  • 1st hit initial prorate 150%
  • 2nd hit forced prorate 75%
  • FRC timing 3~4F
Tousai HyakuretsukenGGAC Jam 64641236PK.png
64641236P+K
1x100 All 5+2 14 27 -22 1~6F Strike
36~51F Feet
52~67F Low Profile
20 1,0x99 - - 5,1x99
  • Knocks down opponent on hit
  • 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
  • Costs 100% Tension

Instant Kill[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.
GasenkotsuGGAC Jam IK.png
In IK Mode: 236236H
Fatal All 11+6 12 22 -15 12~16F Strike 20 - - - -
  • IK Mode preparation: 54F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
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
Air Gatlings
P K S H D Cancel
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)

Navigation[edit]

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