GGACR/Jam Kuradoberi/Frame Data

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System Data

GGACR Jam Kuradoberi Icon.png Jam Kuradoberi Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Jam Kuradoberi Portrait.png ×1.06 3 ×1.0 1/5F 65
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
13 1~7F 28F 25F ×1.1
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 25 25 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
41 22 1.1 5.25 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
10 52 28 1.1 6.5 6.5
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 5.5 4.5 10 0.42 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
7F 15 20 15 12 20
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 1 2 43 88 140
Special Forwards Dash Unique Movement Options


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
5K
  • Hitstop 6F
  • Initial prorate 80%
  • Jam is in CH state during move
c.S
f.S
5H
  • Upper body invincible 22~24F, 34~36F
  • Low profile 25~33F
  • Forces opponent into crouching state on ground hit
  • 3rd hit pulls in opponent on hit
  • 1st and 2nd hits have hitstop 7F
6P
  • Above knees invincible 1~7F
  • Upper body invincible 8~20F
  • Staggers opponent on ground CH (1st hit max 41F, 2nd hit max 45F)
6K
  • Forces opponent into standing state on ground hit
  • 1st hit has hitstop 6F
6H
  • Lower body invincible (except for back leg) and throw invincible 1~18F
  • Above knees invincible 24~31F
  • Lower body invincible (except for back leg) 32~33F
  • 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
6H > H
  • Above knees invincible 1~6F
  • Upper body invincible on 7F
  • 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
3H
  • 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
5D
2P
  • Initial prorate 90%
2K
  • Initial prorate 80%
2S
  • Staggers opponent on ground hit (max 39F)
  • Initial prorate 80%
2H
  • Pulls in opponent on air hit (untechable for 22F)
2D
  • FRC timing 1~6F
j.P
j.K
j.S
  • Floats opponent on hit (untechable for 16F)
j.H
j.D
  • 2nd hit floats opponent on hit (untechable for 24F)
  • 2nd hit wallbounces opponent on CH (untechable for 60F)

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
  • 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 Throw
  • Untechable for 50F
  • Forced prorate 50%
DAA
  • Total animation length 30F
  • Strike invincible 1~18F
  • Throw invincible 19~27F
  • Knocks down opponent on ground hit
  • Jam is in crouching state during move
  • Initial prorate 50%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Breath of Asanagi
22K/S/H
  • Jam gets a charge on 53F
  • Can store up to 3 charges for each special
  • K for Ryuujin, S for Gekirin, H for Kenroukaku
Ryuujin
236K
  • Strike invincible 1~4F
  • Low profile 7~8F
  • Jam is airborne from 9F onwards
  • Wallbounces opponent on hit (untechable for 36F)
  • see notes *1
Ryuujin (Air)
j.236K
  • Floats opponent on normal hit (untechable for 36F)
  • Has a minimum height requirement
  • see notes *1
Ryuujin (Powered Up)
236D
  • Initial prorate 80%
  • Strike invincible 1~9F
  • 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
Gekirin
214K
  • 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)
j.214K
  • Groundbounces opponent on hit (untechable for 35F)
  • Has a minimum height requirement
  • see notes *1
Gekirin (Powered Up)
214D
  • 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)
Kenroukaku
623K
  • Strike invincible 1~10F
  • Jam is airborne from 3F onwards
  • Floats opponent on hit (untechable for 22F)
  • Hitstop 6F
  • Dizzy modifier x0.375
  • see notes *1
Kenroukaku (Air)
j.623K
  • Strike invincible 2~3F
  • 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)
623D
  • Initial prorate 80%
  • Strike invincible 1~17F
  • 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
Bakushuu
236S
  • Above feet invincible 8~23F
  • Low profile 24~31F
  • Jam is in CH state until end of move
  • Can cancel into followups 6~24F
Mawarikomi
Bakushuu > P
  • Strike invinicible 1~4F
  • Above feet invincible 2~15F, 21~26F
  • Can pass through opponent 2~14F
Ashiharai
Bakushuu
  • Low profile 10~31F
  • 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 Shinshou
Bakushuu
  • Floats opponent on normal hit (untechable for 26F)
  • Wall bounces opponent on CH (untechable for 64F)
  • Initial prorate 75%
Senri Shinshou
Bakushuu
  • Low profile 14~19F
  • 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)
Bakushuu
  • Low profile for 6F while Jam reverses direction
  • Wallbounces opponent on hit (untechable for 32F)
  • Dizzy modifier x1.5
  • Initial prorate 75%
  • Startup varies depending on distance from opponent
Hochifu (Parry)
546
  • 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
Houeikyaku
j.2K
  • 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)
Choujin
236P
  • Jam is airborne from 1F onwards
  • Feet invincible from 6F 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)
j.236P
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Asanagi no Kokyuu - Kyoku
22D
  • Charge completes on Frame 5
  • Jam gains 1 charge for each Kick Special per corresponding input
FB Hyappo Shinshou
Bakushuu > D
  • Low profile on 2F
  • Strike invincible 3~14F
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Renhoukyaku
632146H
  • Strike invincible 1~10F
  • 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 Hououshou
632146S
  • Strike invincible 1~8F
  • Feet invincible 9~29F
  • Low profile 30~40F
  • 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: Saishinhou
236236H
  • Strike invincible 1~8F
  • 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 Hyakuretsuken
64641236P+K
  • Strike invincible 1~6F
  • Feet invincible 36~51F
  • Low profile 52~67F
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Gasenkotsu
In IK Mode: 236236H
  • IK Mode preparation: 54F
  • Strike invincible 12~16F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P 2P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6K 2P 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S - 5K, 2K - 5H, 2H, 6H 5D, 2D Sp
5H - 6K - 3H, 6H - Sp
3H - - - - - -
6H - - - 6HH - -
6HH - - - - - -
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 j.D 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

To edit frame data, edit values in GGACR/Jam Kuradoberi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.