GGXRD-R2/Jam Kuradoberi/Frame Data
< GGXRD-R2 | Jam Kuradoberi
Jump to navigation
Jump to search
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
System Data[edit]
Defense |
x1.06 |
---|---|
Guts |
3 |
Weight |
[105] Light |
Stun Resistance |
65 |
Prejump |
3F |
backdash |
13F (1~>7F invuln) |
Wakeup |
26F (Face Up) / 25F (Face Down) |
Normal Moves[edit]
Version | Damage | TensionThe 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. | RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. | ProrateAdditional Proration. | LevelAttack 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. | GuardHow this attack can be guarded. Throws have their throw range listed. | CancelWhat this attack can cancel into. | RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple | 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 betwen 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Inv.Invincibility | HitboxHitbox link for this move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5P | 12 | 144 | -8/+3 | - | 0 | Mid | CSJ | YRP | 3 | 3 | 7 | ±0 | - | Click! |
| ||||||||||||||
5K | 12 | 264 | -7/+6 | Initial: 80% | 1 | Low | S | YRP | 4 | 4 | 6 | +2 | - | Click! |
| ||||||||||||||
c.S | 28 | 264 | -7/+10 | - | 2 | Mid | JS | YRP | 6 | 8 | 12 | -6 | - | Click! |
f.S | 30 | 264 | -7/+10 | - | 2 | Mid | JS | YRP | 6 | 5 | 11 | -2 | - | Click! |
5H | 24*3 | 384 | -6/+14*2, -6/+20 | - | 3,3,4 | Mid | S | YRP | 13 | 3(3)3(3)3 | 15 | +1 | 22-24F Upper Body 25-48 Low Profile 49-51 Upper Body |
Click! |
| ||||||||||||||
5D | 16 | 264 | -20/+10 | Initial: 80% | 2 | High | - | YRP | 25 | 4 | 12 | -2 | - | Click! |
6P | 18*2 | 264,384 | -7,-6/+10,+14 | - | 2,3 | Mid | S | YRP | 9 | 3(6)3 | 12 | +2 | 1-5F Upper Body 6-14 Above Knees |
Click! |
| ||||||||||||||
6K | 16,26 | 264 | -7*2/+6,+10 | - | 1,2 | Mid | JS | YRP | 6 | 4(6)12 | 20 | -18 | - | Click! |
| ||||||||||||||
6H | 36 | 384 | -6/+20 | - | 4 | Mid | S | YRP | 14 | 3 | 22 | -6 | 4-6 Lower Body 7-13F Foot |
Click! |
| ||||||||||||||
2P | 6 | 264 | -7/+6 | Initial: 90% | 1 | Mid | CS | YRP | 4 | 2 | 7 | +3 | - | Click! |
| ||||||||||||||
2K | 8 | 264 | -7/+6 | Initial: 85% | 1 | Low | CS | YRP | 5 | 3 | 9 | ±0 | 3-12F Upper Body | Click! |
2S | 26 | 264 | -7/+10 | Initial: 85% | 2 | Mid | S | YRP | 6 | 5 | 9 | ±0 | - | Click! |
| ||||||||||||||
2H | 28,20 | 384 | -6/+14 | - | 3 | Mid | S | YRP | 11 | 8(6)4 | 13 | ±0 | - | Click! |
| ||||||||||||||
2D | 28 | 264 | -7/+10 | - | 2 | Low | JS | YRP | 6 | 4 | 16 | -6 | 4-9 Low Profile | Click! |
| ||||||||||||||
j.P | 11 | 264 | -7/+6 | - | 1 | High/Air | CS | YRP | 6 | 4 | 16 | - | - | Click! |
j.K | 14 | 264 | -7/+6 | - | 1 | High/Air | S | YRP | 5 | 8 | 11 | - | - | Click! |
j.S | 28 | 264 | -7/+10 | - | 2 | High/Air | JS | YRP | 5 | 5 | 9 | - | - | Click! |
| ||||||||||||||
j.H | 35 | 264 | -7/+10 | - | 2 | High/Air | S | YRP | 5 | 10 | 16 | - | - | Click! |
j.D | 16,28 | 264 | -7/+10 | - | 2 | High/Air | S | YRP | 7 | 3(6)6 | 16 | - | - | Click! |
|
Universal Mechanics[edit]
Special Moves[edit]
Version | Damage | TensionThe 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. | RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. | ProrateAdditional Proration. | LevelAttack 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. | GuardHow this attack can be guarded. Throws have their throw range listed. | CancelWhat this attack can cancel into. | RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple | 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 betwen 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Inv.Invincibility | HitboxHitbox link for this move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hochifu 546 |
- | - | - | - | - | - | - | YRP | 1 | - | 24 | - | 1-8F Catch | Click! |
| ||||||||||||||
Zekkei Hochifu > P |
40 | 0/720 | -6/+20 | Initial: 70% | 4 | Mid | - | YRP | 4 | 6 | 30 | -17 | - | Click! |
| ||||||||||||||
Goushao Zekkei > P |
35 | 0/720 | -6/+20 | - | 4 | Mid | - | YRP | 15 | 6 | 24 | -11 | - | Click! |
| ||||||||||||||
Dowanga Zekkei > K |
25 | 0/720 | -6/+20 | - | 4 | Mid | - | YRP | 27 | 2 | 20 | -3 | 27-36F Foot | Click! |
| ||||||||||||||
Youeikyaku j.2K |
16, 10*4 | 150/360,180*4 | -6,-8*4/+14 | Initial: 80% | 3, 0*4 | High/Air | - | YRP | 10 | Until Landing | 6 After Landing | +8 | - | Click! |
| ||||||||||||||
Bakushuu 236S |
- | 200/- | - | - | - | - | - | Y | - | - | Total: 46 | - | 10-23F Super Low Profile 24-31F Above Knees |
Click! |
| ||||||||||||||
Mawarikomi Bakushuu > P |
- | - | - | - | - | - | - | Y | - | - | Total: 25 | - | 1-End Low Profile | Click! |
| ||||||||||||||
Hamonkyaku Bakushuu > K |
30 | 0/720 | -10/+10 | Initial: 90% | 2 | Low | - | YRP | 8 | 6 | 23 | -15 | 8-28F Above Knees | Click! |
| ||||||||||||||
Hyappo Shinshou Bakushuu > S |
50 | 200/720 | -6/+10 | Initial: 75% | 4 | Mid | - | YRP | 17 | 3 | 15 | +1 | 1-16F Upper Body | Click! |
| ||||||||||||||
Senri Shinshou (Followup) Hyappo Shinshou > H |
40 | 50/720 | -6/+10 | Initial: 75% | 3 | Mid | - | YRP | 28 | 1 | 13 | +3 | 1-27F Upper Body | Click! |
| ||||||||||||||
Senri Shinshou Bakushuu > H |
50 [44] | 200/1440 [200/960] |
-6/+14 | Initial: 75% | 4 | Mid | - | YRP | 23 [28] | 1 [3] | 13 | +5 [+3] | 1-23F Upper Body [1-9F Upper Body] [22-28F Upper Body] |
Click! |
| ||||||||||||||
Asanagi no Kokyuu 22K/S/H |
- | - | - | - | - | - | - | YR | - | - | Total: 56~77 | - | - | Click! |
| ||||||||||||||
Ground Ryuujin (Normal) 236K |
55 | 250/840 | -6/+20 | Initial: 80% | 4 | Mid | - | YRP | 17 | 6 | 30 + 11 After Landing | -28 | - | Click! |
| ||||||||||||||
Ground Ryuujin (Card) 236K |
80 | 250/840 | -6/+20 | Initial: 80% | 4 | Mid | - | YRP | 16 | 24 | 14 + 11 After Landing | -30 | 10-17F Strike | Click! |
| ||||||||||||||
Ground Ryuujin (MAX) 236K |
110 | 250/840 | -6/+20 | Initial: 80% | 4 | Mid | - | YRP | 16 | 24 | 14 + 11 After Landing | -30 | 10-17F Strike | Click! |
| ||||||||||||||
Air Ryuujin (Normal) j.236K |
50 [28] | 200/720 [0/1200] |
-6/+20 | Initial: 80% | 4 | All | - | YRP | 8 | 4 | Until Landing + 11 | - | - | Click! |
| ||||||||||||||
Air Ryuujin (Card) 236K |
75 [65] | 200/720 [0/1200] |
-8/+3 -6/+20 |
Initial: 80% | 4 | All | - | YRP | 8 | 22 | Until Landing + 11 | - | 1-8F Strke [1-8F Strike] |
Click! |
| ||||||||||||||
Air Ryuujin (MAX) j.236K |
110 [100] | 200/720 [0/1200] |
-8/+3 -6/+20 |
Initial: 80% | 4 | All | - | YRP | 8 | 22 | Until Landing + 11 | - | 1F-End Strike | Click! |
| ||||||||||||||
Ground Gekirin (Normal) 214K |
35 [16] | 200/480 [0/480] |
-7/+10 [-8/+3] |
- | 2 [0] | High/Air | - | YRP | 19 [17] | 13 | 3+10 After Landing [Until Landing + 10] |
-13 | - | Click! |
| ||||||||||||||
Ground Gekirin (Card) 214K |
28*3 [22*3] | 200/480 [0/480] |
-7/+10 [-8/+3] |
- | 2 [0] | High/Air | - | YRP | 18 [12] | 3,4,6 | 4+10 After Landing [Until Landing + 10] |
-6 | - | Click! |
| ||||||||||||||
Ground Gekirin (MAX) 214K |
55 [45] | 200/480 [0/480] |
-7/+10 [-8/+3] |
- | 2 [0] | High/Air | - | YRP | 18 [12] | 13 | Until Landing + 5 | -1 | 4-Onward Lower Body | Click! |
| ||||||||||||||
Air Gekirin (Normal) j.214K |
30 [16] | 150/360 [0/480] |
-7/+10 [-8/+3] |
- | 2 [0] | High/Air | - | YRP | 16 [17] | 13 | Until Landing + 10 | - | - | Click! |
| ||||||||||||||
Air Gekirin (Card) j.214K |
24 [22*3] | 150/360 [0/480] |
-7/+10 [-8/+3] |
- | 2 [0] | High/Air | - | YRP | 15 [12] | 13 [3,4,6] |
Until Landing + 10 | - | - | Click! |
| ||||||||||||||
Air Gekirin (MAX) j.214K |
50 [45] | 150/360 [0/480] |
-7/+10 [-8/+3] |
- | 2 [0] | High/Air | - | YRP | 15 [12] | 13 | Until Landing + 5 | - | - | Click! |
| ||||||||||||||
Ground Kenroukaku (Normal) 623K |
11*4 | 200/240 | -3/+10 | Initial: 90% | 2 | Mid | - | R | 7 | 4(1)4(1)2(2)1(1)9 | 20 + 6 After Landing | -37 | 1-6F All | Click! |
| ||||||||||||||
Ground Kenroukaku (Card) 623K |
11*6 | 200/240 | -2/+10 | Initial: 90% | 2 | Mid | - | R | 7 | 2,2(1)4(1)2(2)1(1)9 | 26 + 6 After Landing | -38 | 1-13F All | Click! |
| ||||||||||||||
Ground Kenroukaku (MAX) 623K |
11*6,30 | 200/240*7 | -1/+10 | Initial: 90% | 2 | Mid | - | R | 7 | 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 | 20 | -41 | 1-13F All | Click! |
| ||||||||||||||
Air Kenroukaku (Normal) j.623K |
12*3 [8*3] | 150/180 [0/240] |
-3/+10 | Initial: 90% | 2 | All | - | R | 5 | 4(1)4(1)2(2)1(1)9 | Until Landing + 6 [Until Landing + 12] |
- | 1-4F All | Click! |
| ||||||||||||||
Air Kenroukaku (Card) j.623K |
9*6 [8*6] | 150/180 [0/240] |
-1/+10 | Initial: 90% | 2 | All | - | R | 5 | 2,2(1)4(1)2(2)1(1)9 | 20 | - | 1-11F All | Click! |
| ||||||||||||||
Air Kenroukaku (MAX) j.623K |
9*6,30 [8*6,30] |
150/180*7 [0/240*7] |
-1/+10 | Initial: 90% | 2 | All | - | R | 5 | 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 | 20 | - | 1-11F All | Click! |
|
- ※2 The hit that has the special hitstop (30F) is normally on the 7th hit of Kenroukaku (MAX). However if the first hit of Kenroukaku (MAX) misses, then the hit with special hitstop is on the second to last hit.
- ※3 Stagger on normal hit being longer than on CH was not a mistake on their part. After testing in Training Mode, this turned out to be accurate.
- (There was a misprint that the stagger time increases on Counter Hit. Trying it out in training mode will show the stagger times are the same)
- ※4 Since the tumble-state time is a fixed amount of time, if the total amount of frames from tumble-state plus landing surpass the untechable time, the opponent will automatically recover from hitstun after tumble-state.
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P[+], 2P[+] | 5K[+], 2K[+], 6K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P[+], 2P[+], 6P | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6P | 2P | 6K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
5K | 5P, 2P, 6P | 2K, 6K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
2K | 6P | 5K, 2K | c.S, f.S, 2S | 2H, 6H | 5D, 2D | Sp |
6K | 2P | 2K | c.S, f.S, 2S | 2H, 6H | 5D, 2D | Jump, Sp |
c.S | 6P | 6K | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2S | - | 5K, 2K | - | 5H, 2H | 5D, 2D | Sp |
5H | - | 6K | f.S | 2H | 5D, 2D | Sp |
2H | - | - | - | - | 5D, 2D | Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | Jump, Sp |
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 and Homing Dash on ground hit
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
Changelog[edit]
[edit]
![]() |
To edit frame data, edit values in GGXRD-R2/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.
|
Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
System Explanations