GGACR/Jam Kuradoberi/Frame Data

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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.
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.
  • 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
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
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. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Jam Kuradoberi
File:GGXXACPR Jam Icon.png
GGXXACPR_Jam_Icon.png
1.06 3 3F Super Lightweight (x1.1) 13F (1~>7F invuln) 1 53F 50F


Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 12 3 9 Mid 1 CSJR 1.44 3 3 4 +3 9 10 10 11
5K 12 5 7 80% Low 2 SR 2.64 5 4 7 +1 11 12 12 6
c.S 28 10 7 Mid 3 SJR 2.64 6 8 12 -6 13 14 14 13
f.S 30 10 7 Mid 3 SJR 2.64 6 5 10 -1 13 14 14 13
5H 24×3 14×2,20 6×3 Mid 4×2,5 SR 3.84×3 13 3(3)3(3)3 15 +1 16x2, 18 Crouch 18x2, Crouch 20 16x2, 18 7x2, 15
6P 18×2 10,14 7,6 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
6K 16,26 10×2 7×2 Mid 3 SJR 2.64,3.84 6 4(6)8 20 -14 13 Stand 14 14 6, 13
6H 28 20 6 Mid 4 SR 3.84 18 6 10 +3 [+8 on hit] 1~18F Lower Body, Throw
24~31F Above Knees
18 Stand 23 32 + GBounce 14
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
3H 30×2 ?? ?? 90% All 5 R ?? 5 2(2)4 15+ 8 after landing -8 18 19 18 15
5D 16 8 20 High 3 R 2.64 26 4 12 -2 13 Launch 14 13
2P 6 3 8 90% Mid 1 CSR 1.44 4 2 4 +4 9 10 10 11
2K 8 3 8 80% Low 1 CSR 1.44 5 3 9 -2 9 10 10 11
2S 26 10 7 80% Mid 3 SR 2.64 6 5 9 +0 13 14 14 13
2H 20×2 14,14 6×2 Mid 4 SR 3.84×2 9 4,4 25 -12 16 17 22 14
2D 28 8 7 Low 3 SJRF 2.64 6 4 16 -6 13 14 14 13
j.P 11 3 8 High/Air 1 CSR 1.44 5 4 14 9 10 10 11
j.K 14 3 8 High/Air 1 SR 1.44 5 8 11 9 10 10 11
j.S 28 10 7 High/Air 3 SJR 2.64 4 5 9 13 Launch 16 13
j.H 35 10 7 High/Air 3 SR 2.64 7 10 16 13 14 14 13
j.D 16,28 10×2 7×2 High/Air 3 SR 2.64×2 7 3(4)6 16+4 after landing 13 Launch 14, 24 13


Universal Mechanics

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
Ground Throw Ground Throw 60 6×2 Forced 50% 43 pixels RF 4.00
Air Throw Air Throw 60 6,7 Forced 50% 88 pixels 5.98
DAA Dead Angle Attack 20 10 7 50% All 3 R 2.64 13 6 16 -8 1~18F All
19~27F Throw
13 Down 14 13


Specials

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
22K/S/H Breath of Asanagi Total: 53
236K Ryuujin 50 20 6 All 5 R 2.50/8.40 17 6 25+11 Landing -23 1~4F Strike
7~8F Low Profile
18 Launch 36 + WBounce 15
j.236K Air Ryuujin 52 20 6 All 5 R 2.00/7.20 9 6 11 Landing 18 Launch 36 15
236D Powered Up Ryuujin 66 20 15 80% All 5 R -/12.00 11 16 17 Landing 1~9F Strike 18 Launch 70 + WStick 35 15
214K Gekirin 42 10 7 High/Air 3 R 2.00/4.80 19 13 3+10 Landing -9 13 Launch 28 14 13
j.214K Air Gekirin 38 10 7 High/Air 3 R 1.50/3.60 17 13 10 Landing 13 Launch 35 + GBounce 13
214D Powered Up Gekirin 21×2 10×2 11 High/Air 3 R -/4.80×2 12 3,4,7 12 Landing 13 Launch 60 13
623K Kenroukaku 14×4 10×4 3×4 Mid 3 R 2.00/2.40×4 7 4,4,5,10 21+6 Landing -36 1~10F Strike 13 Launch 22 6
j.623K Air Kenroukaku 12×3 10×3 3×3 All 3 R 1.50/1.80 5 4,4,5,10 6 Landing 2~3F Strike 13 Launch 22 6
623D Powered Up Kenroukaku 15×6, 24 10×7 4×7 80% Allx6, HLF 3 R -/2.40 3 2×5,3,13 11 Landing 1~17F Strike 13 Launch 90 6
236S Bakushuu 2.00/- Total 46 8~23F Above Feet
24~31F Low Profile
236S > P Mawarikomi Total 26 1~4F Strike
2~15F, 21~26F Above Feet
236S > K Ashiharai 30 8 Low 3 R -/7.20 10 8 22 -16 10~31F Low Profile 13 Stagger 25 14 13
236S > S Hyappo Shinshou 50 14 7 75% Mid 5 R -/7.20 18 3 15 +1 18 Launch 26 15
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
236S > H Crossup Senri Shinshou (Crossup) 50 14 6 75% Mid 5 R -/9.60 29~ 3 15 +1 6F When Jam changes direction 18 Launch 32 WBounce 15
546 Hochifu -/4.00 1~8F Guard High
j.2K Houeikyaku 16,10xN 14xN 6,8xN 80%, -*N High/Air 4,1xN R 1.50/3.60,1.8xN 10 until landing 6 after landing +8 16 17, 10xN 16, 10xN 14, 5xN
236P Choujin F 0.5/- Total: 41+2 after landing 6~Until L Feet
j.236P Air Choujin F 0.5/- 2 Landing


※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 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
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Renhoukyaku 18×9 6×9 3×9 All 2 10+0 32 9 +1 1~10F Throw 11 Launch 28 0
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, 114 15, 6×10, 15×2
236236H Geki: Saishinhou 50,70 20×2 6×2 150%, 75% Mid 5 RF 1+2 3,3 36 -20 1~8F Strike 18 Stagger 35, Launch 90 15
64641236PK Tousai Hyakuretsuken 1×100 20 1,0×99 All 5,1×99 5+2 14 27 -22 1~6F Strike
36~51F Feet
52~67F Low Profile
18 Launch Down 15


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 11+6 12 22 -15 12~16F Strike


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Jam 5P.png
Guard:
Mid
Startup:
3
Recovery:
4
Advantage:
+3
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Sp
6P
GGAC Jam 6P.png
Guard:
Mid
Startup:
7
Recovery:
12
Advantage:
+2
2P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Sp
2P
GGAC Jam 2P.png
Guard:
Mid
Startup:
4
Recovery:
4
Advantage:
+4
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Sp
5K
GGAC Jam 5K.png
Guard:
Low
Startup:
5
Recovery:
7
Advantage:
+1
2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Sp
6K
GGAC Jam 6K.png
Guard:
Mid
Startup:
6
Recovery:
20
Advantage:
-14
2P 2K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Sp
2K
GGAC Jam 2K.png
Guard:
Low
Startup:
5
Recovery:
9
Advantage:
-2
6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Sp
c.S
GGAC Jam cS.png
Guard:
Mid
Startup:
6
Recovery:
12
Advantage:
-6
6P - f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Sp
f.S
GGAC Jam fS.png
Guard:
Mid
Startup:
6
Recovery:
10
Advantage:
-1
- - 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Sp
2S
GGAC Jam 2S.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
+0
- 5K, 2K - 5H, 2H, 6H, 3H 5D, 2D Sp
5H
GGAC Jam 5H.png
Guard:
Mid
Startup:
13
Recovery:
15
Advantage:
+1
- 6K - 3H, 6H - Sp
3H
GGACR Jam 3H.png
Guard:
All
Startup:
5
Recovery:
15+ 8 after landing
Advantage:
-8
- - - - - Card Specials
6H
GGAC Jam 6H.png
Guard:
Mid
Startup:
18
Recovery:
10
Advantage:
+3 [+8 on hit]
- - - 6HH - Sp
6HH
GGAC Jam 6HH.png
Guard:
Mid
Startup:
10
Recovery:
23
Advantage:
-11
- - - - - Card up, Card Specials
2H
GGAC Jam 2H.png
Guard:
Mid
Startup:
9
Recovery:
25
Advantage:
-12
- - - 3H, 6H - Sp
5D
GGAC Jam 5D.png
Guard:
High
Startup:
26
Recovery:
12
Advantage:
-2
- - - - - Homing Jump
2D
GGAC Jam 2D.png
Guard:
Low
Startup:
6
Recovery:
16
Advantage:
-6
- - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Jam jP.png
Guard:
High/Air
Startup:
5
Recovery:
14
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.K
GGAC Jam jK.png
Guard:
High/Air
Startup:
5
Recovery:
11
Advantage:
-
j.P - j.S j.H j.D Sp
j.S
GGAC Jam jS.png
Guard:
High/Air
Startup:
4
Recovery:
9
Advantage:
-
j.P - - j.H - Jump, Sp
j.H
GGAC Jam jH.png
Guard:
High/Air
Startup:
7
Recovery:
16
Advantage:
-
- - - - - Sp
j.D
GGAC Jam jD.png
Guard:
High/Air
Startup:
7
Recovery:
16+4 after landing
Advantage:
-
- - - - - 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

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