GGSlash/Jam Kuradoberi/Frame Data

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System Data

Defense Modifier: x 1.06

Guts Rating: 1

Stun Resistance: 65

Jump Startup: 3

Backdash Time: 13

Backdash Invincibility: 1-7


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 12 1.4 - - 1 HLF CSJR 3 3 4 +3
5K 12 2.6 - - 2 LF SR 4 4 6 +2
  • Initial proration 90%
c.S 34 2.6 - - 3 HLF SJR 6 8 12 -6
f.S 34 2.6 - - 3 HLF SJR 6 5 10 -2
5H 24*3 3.8*3 - - 4,4,5 HLF SR 13 3(3)3(3)3 15 +1
  • 25-33F Low profile
  • Forces opponent into crouching state on ground hit
5D 28 2.6 - - 3 HF R 22 4 12 -2
6P 18*2 2.6 - - 3,4 HLF SR 9 1(10)3 12 +2
  • 1-9F Above knees ivn
  • 10-22F Upper body inv
  • Staggers opponent on ground CH (1st hit max 45F, 2nd hit 45F)
6K 16,26 2.6 - - 4 HLF SJR 6 4(6)8 20 -11
  • Forces opponent into standing state on ground hit
6H 30*2 3.8 - - 5 All R 5 2(2)4 15+6L -6
  • 5-27F Airborne
  • 5F onwards lower body inv
  • Auto jump install
2P 6 1.4 - - 1 HLF CSR 4 2 4 +4
  • Initial proration 90%
2K 8 1.4 - - 1 LF CSR 5 3 9 -2
  • Initial proration 80%
2S 26 2.6 - - 3 HLF SR 6 5 9 ±0
  • Staggers opponent on CH (max 39F)
  • Initial proration 80%
2H 20*2 3.8 - - 4 HLF SR 9 4,4 25 -12
2D 28 2.6 - - 3 LF SJRF 6 4 16 -6
j.P 11 1.4 - - 1 HA CSR 5 4 16 16
j.K 14 1.4 - - 1 HA SR 5 8 11 11
j.S 28 2.6 - - 3 HA SJR 4 5 9 9
  • Floats opponent on hit (untechable for 17F)
j.H 35 2.6 - - 3 HA SR 7 10 16 16
j.D 16, 28 2.6 - - 3 HA SR 7 3(4)6 16+4L -
  • 2nd hit floats opponent on hit (untechable for 24F)
  • 2nd hit wall bounces opponent on CH (untechable for 60F)
Ground Throw 85 - - - - Throw: 43 Pixels RF - - - -
  • Floats opponent on hit (untechable for 22F)
  • 1st hit has Forced proration 70%
  • 2nd hit has Forced proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Untechable for 35F
  • Forced proration 50%
DAA 20 2.6 - - 3 All R 13 6 12 -4
  • Total 30F
  • 1-18F Full inv
  • 19-27F Throw inv
  • Knocks down opponent on ground hit
  • Initial proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
K Breath of Asanagi
22K
- - - - - - - - - Total 64 -
  • Jam gains a charge on 64F, even if she is hit afterwards
  • Powers up Ryuujin
  • Can stock 3 charges max
S Breath of Asanagi
22S
- - - - - - - - - Total 68 -
  • Jam gains a charge on 68F, even if she is hit afterwards
  • Powers up Gekirin
  • Can stock 3 charges max
H Breath of Asanagi
22H
- - - - - - - - - Total 61 -
  • Jam gains a charge on 61F, even if she is hit afterwards
  • Powers up Kenroukaku
  • Can stock 3 charges max
Ryuujin
236K
58 2.5/8.4 - - 5 HLF R 17 6 31+11L -29
  • Jam is in crouching state during landing recovery
  • 1-4F Strike inv
  • 7-8F Low profile
  • 9F onwards airborne
  • Floats opponent on hit (untechable for 22F)
  • Wall bounces opponent on CH (untechable for 44F)
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
Air Ryuujin
j.236K
59 2.0/7.4 - - 5 All R 9 6 Until L+11 -
  • Jam is in crouching state during landing recovery
  • Floats opponent on hit (Untechable for 22F)
  • Wall bounces opponent on CH (untechable for 44F)
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Ryuujin (Followup)
Kenroukaku or Gekirin > 236K
28 0.0/1.2 - - 5 All R 9 6 Until L+14 -
  • Jam is in crouching state during landing recovery
  • Floats opponent on hit (Untechable for 22F)
  • Wall bounces opponent on CH (untechable for 44F)
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Ryuujin (Powered Up)
236K
70 2.5/8.4 - - 5 HLF R 16 16 19+13L -
  • Jam is in crouching state during landing recovery
  • 1-4F Strike inv
  • 7-8F Low profile
  • 9-16F Strike inv
  • 9F onwards airborne
  • Card consumed on 9F
  • Floats opponent on hit (untechable for 75F)
  • Wall bounces opponent on CH (untechable for 150F)
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
Air Ryuujin (Powered Up)
j.236K
69 2.0/7.2 - - 5 All R 11 16 Until L+13 -29
  • Jam is in crouching state during landing recovery
  • 1-8F Strike inv
  • Card consumed on 1F
  • Floats opponent on hit (untechable for 75F)
  • Wall bounces opponent on CH (untechable for 150F)
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Ryuujin (Powered Up, Followup)
Kenroukaku or Gekirin > 236K
44 0.0/1.2 - - 5 All R 11 16 Until L+15 -
  • Jam is in crouching state during landing recovery
  • 1-8F Strike inv
  • Card consumed on 1F
  • Floats opponent on hit (untechable for 75F)
  • Wall bounces opponent on CH (untechable for 150F)
  • Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Gekirin
214K
40 2.5/4.8 - - 3 HA R 19 13 3+10L -9
  • Jam is in crouching state during landing recovery
  • 4F onwards airborne
  • Floats opponent on ground hit (untechable for 28F)
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Air Gekirin
j.214K
30 1.5/4.8 - - 3 HA R 16 13 Until L+10 -
  • Jam is in crouching state during landing recovery
  • Floats opponent on ground hit (untechable for 28F)
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Gekirin (Followup)
Ryuujin or Kenroukaku > 214K
16 0.0/4.8 - - 1 HA R 17 13 Until L+16 -
  • Jam is in crouching state during landing recovery
  • 1F onwards airborne
  • Floats opponent on ground hit (untechable for 28F)
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Gekirin (Powered Up)
214K
32*3 2.5/4.8 - - 3 HA R 18 3,4,6 4+10L -6
  • Jam is in crouching state during landing recovery
  • 1-5F Strike inv
  • 4F onwards airborne
  • Card consumed on 4F
  • Floats opponent on ground hit (untechable for 75F)
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Air Gekirin (Powered Up)
j.214K
28*3 1.5/4.8 - - 3 HA R 15 3,4,6 Until L+10 -
  • Jam is in crouching state during landing recovery
  • Card consumed on 1F
  • Floats opponent on ground hit (untechable for 75F)
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
  • Minimum height requirement
Gekirin (Followup, Powered Up)
j.214K
24*3 0.0/4.8 - - 3 HA R 12 3,4,6 Until L+16 -
  • Jam is in crouching state during landing recovery
  • 1F onwards airborne
  • Card consumed on 1F
  • Floats opponent on ground hit (untechable for 75F)
  • Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block
Kenroukaku
623K
14*5 2.5/2.4 - - 3 HLF R 7 4,4,5,10 21+6L -36
  • Jam is in crouching state during landing recovery
  • Dizzy modifier x0.38
  • 1-6F Strike inv
  • 3F onward airborne
  • Floats opponent on hit (untechable for 22F)
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
Air Kenroukaku
j.623K
12*5 1.5/2.4 - - 3 All R 5 4,4,5,10 Until L+6 -
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 3-4F Strike inv
  • Floats opponent on hit (untechable for 22F)
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • On air hit, dizzy modifier x0.375
  • Minimum height requirement
Kenroukaku (Followup)
Ryuujin or Gekirin > 623K
8*3 0.0/2.4 - - 3 All R 5 4,4,5,10 Until L+16 -
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 3-4F Strike inv
  • Floats opponent on hit (untechable for 22F)
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • On air hit, dizzy modifier x0.375
  • Minimum height requirement
Kenroukaku (Powered Up)
623K
15*8 2.5/2.4 - - 3 HLF R 7 2*8 23+6L -34
  • Jam is in crouching state during landing recovery
  • 1-13F Strike inv
  • 3F onward airborne
  • Card consumed on 3F
  • Floats opponent on hit (untechable for 75F)
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • Dizzy modifer x0.25
Air Kenroukaku (Powered Up)
j.623K
16*8 1.5/2.4 - - 3 All R 5 2*8 Until L+6 -
  • Jam is in crouching state during landing recovery
  • 1-11F Strike inv
  • 3F onwards airborne
  • Card consumed on 1F
  • Floats opponent on hit (untechable for 22F)
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • Dizzy modifer x0.25
  • Minimum height requirement
Kenroukaku (Followup, Powered Up)
Ryuujin or Gekirin > 623K
14*8 0.0/2.4 - - 3 All R 5 2*8 Until L+16 -
  • Hitstop 6F
  • Jam is in crouching state during landing recovery
  • 1-11F Strike inv
  • 1F onward airborne
  • Card consumed on 1F
  • Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block
  • Floats opponent on hit (untechable for 22F)
  • Dizzy modifer x0.25
  • Minimum height requirement
Bakushuu
236S
- 2.0/- - - - - - - - Total 46 -
  • 8-23F Above feet inv
  • 24-31F Low profile
  • 8-26F can cancel into followups
  • Jam is in CH state during move
Mawarikomi
Bakushuu > P
- - - - - - - - - Total 25 -
  • 1-14F, 20-25F Above feet inv
  • 2-14F can pass through opponent
Ashiharai
Bakushuu > K
30 -/2.6 - - 3 LF R 9 8 22 -16
  • Staggers opponent on hit (max 35F)
  • 9-30F Low profile
  • Jam is in CH state during recovery
  • 2-38F can cancel into followups
Hyappo Shinshou
Bakushuu > S
50 2.0/2.4 - - 5 HLF R 17 3 15 +1
  • Floats opponent on hit (untechable for 26F)
  • Wall bounces opponent on CH (untechable for 52F)
  • Dizzy modifier x1.25
  • Initial proration 75%
Senri Shinshou
Bakushuu > H
50 2.5/7.2 - - 5 HLF RF 23 3 12 +4
  • 13-18F Low profile
  • Wall bounces opponent on hit (untechable for 40F)
  • Knocks down opponent on CH
  • Dizzy modifier x1.375
  • Initial proration 75%
  • 1-10F can pass through opponent
  • If Jam passes through opponent, performs Senri Shinshou (Crossup) instead
Senri Shinshou (Crossup)
Bakushuu > H
50 2.5/4.8 - - 5 HLF R 28 3 15 +1
  • Startup varies with distance from opponent
  • Low profile for 6F while Jam reverses direction
  • Wall bounces opponent on hit (untechable for 32F)
  • Knocks down opponent on CH
  • Dizzy modifier x1.5
  • Initial proration 75%
Houeikyaku
j.2K
16, 8*3 1.5/3.6,1.8*3 - - 4,1*3 HA R 10 Until L 6L -
  • Fastest TK version has total startup 14F, Frame adv +8F
  • Initial proration 80%
  • Minimum height requirement
Hochifu
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
Choujin
236P
- 0.5/- - - - - F - - Total: 41+2L -
  • Jam is airborne from 7F onwards
  • 1-18F can pass through opponent
  • 1-18F Jam is in CH state
  • Can perform any action other than blocking or FD from 21F onwards
Choujin (Air)
j.236P
- 0.5/- - - - - F - - 2 Landing -
  • 1-19F can pass through opponent
  • 1-19F Jam is in CH state
  • Can perform any action other than blocking or FD from 21F onwards

Overdrives

Choukyaku Hououshou
632146S
20,9*8,40,80 - - - 5, 3*9, 5*2 HLF R 7+0 19 24 -26
  • 1-10F Strike inv
  • 32-43F Low profile
  • 12th hit floats opponent on hit
  • 2nd-11th hits untechable for 40F, 12th hit for 80F, 13th hit fo 120F
  • Dizzy modifier x0
Renhoukyaku
632146H
18*13 - - - 3 All - 20+0 48 6 +6
  • Frame adv listed is when opponent is in the corner
  • 1-5F Throw inv
  • 6-19F Full inv
  • 20-22F Strike inv
  • Floats opponent on hit (untechable for 27F)
Geki: Saishinhou
236236H
50,70 - - - 5 HLF RF 1+2 3,3 36 -20
  • 1-8F Strike inv
  • 1st hit staggers opponent on hit (max 35F)
  • 2nd hit floats opponent on hit (untechable for 90F)
  • 1st hit initial prorate 150%
  • 2nd hit forced prorate 75%

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Gasenkotsu
In IK mode: 236236H
DESTROY - - - - All - 11+6 12 22 -15
  • IK Mode activation: 54F
  • 12-16F Strike inv

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 Jump, Sp
5K 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, 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 Jump, 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 - Jump, 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)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc