GGXRD-R2/Jam Kuradoberi/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Jam Kuradoberi x1.06 3 3F [105] Light 13F (1~7F invuln) 25 26F 25F


Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 12 3 8 Mid 0 CSJ 144 3 3 7 ±0
5K 12 6 7 Initial: 80% Low 1 S 264 4 4 6 +2
c.S 28 10 7 Mid 2 JS 264 6 8 12 -6
f.S 30 10 7 Mid 2 JS 264 6 5 11 -2
5H 24×3 14×2, 20 6×3 Mid 3,3,4 S 384 13 3(3)3(3)3 15 +1 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
5D 16 10 20 Initial: 80% High 2 264 25 4 12 -2
6P 18×2 10, 14 7,6 Mid 2,3 S 264,384 9 3(6)3 12 +2 1-5F Upper Body
6-14 Above Knees
6K 16,26 6,10 7×2 Mid 1,2 JS 264 6 4(6)12 20 -18
6H 36 20 6 Mid 4 S 384 14 3 22 -6 4-6 Lower Body
7-13F Foot
2P 6 6 7 Initial: 90% Mid 1 CS 264 4 2 7 +3
2K 8 6 7 Initial: 85% Low 1 CS 264 5 3 9 ±0 3-12F Upper Body
2S 26 10 7 Initial: 85% Mid 2 S 264 6 5 9 ±0
2H 28,20 14 6 Mid 3 S 384 11 8(6)4 13 ±0
2D 28 10 7 Low 2 JS 264 6 4 16 -6 4-9 Low Profile
j.P 11 6 7 High/Air 1 CS 264 6 4 16
j.K 14 6 7 High/Air 1 S 264 5 8 11
j.S 28 10 7 High/Air 2 JS 264 5 5 9
j.H 35 10 7 High/Air 2 S 264 5 10 16
j.D 16,28 10 7 High/Air 2 S 264 7 3(6)6 16


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,20,31 6,0,0 Forced: 90%, 55% Ground Throw: 70000 0,0,4 0,480,0 1 1 +18
Air Throw Air Throw 0,60 6,7 Forced: 65% Air Throw: 192500 0,2 0,480 1 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 10 9 20 -15 1-18F All
19-23F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
546 Hochifu 1 24 1-8F Catch
Hochifu > P Zekkei 40 20 6 Initial: 70% Mid 4 0/720 4 6 30 -17
Zekkei > P Goushao 35 20 6 Mid 4 0/720 15 6 24 -11
Zekkei > K Dowanga 25 20 6 Mid 4 0/720 27 2 20 -3 27-36F Foot
j.2K Youeikyaku 16, 10×4 14 6,8×4 Initial: 80% High/Air 3, 0×4 150/360,180×4 10 Until Landing 6 After Landing +8
236S Bakushuu 200/- Total: 46 10-23F Super Low Profile
24-31F Above Knees
Bakushuu > P Mawarikomi Total: 25 1-End Low Profile
Bakushuu > K Hamonkyaku 30 10 10 Initial: 90% Low 2 0/720 8 6 23 -15 8-28F Above Knees
Bakushuu > S Hyappo Shinshou 50 10 6 Initial: 75% Mid 4 200/720 17 3 15 +1 1-16F Upper Body
Bakushuu > S > H Senri Shinshou (Followup) 40 10 6 Initial: 75% Mid 3 50/720 28 1 13 +3 1-27F Upper Body
Bakushuu > H Senri Shinshou 50 [44] 14 6 Initial: 75% Mid 4 200/1440
[200/960]
23 [28] 1 [3] 13 +5 [+3] 1-23F Upper Body
[1-9F Upper Body]
[22-28F Upper Body]
22K/S/H Asanagi no Kokyuu Total: 56~77
236K Ryuujin (Normal) 55 20 6 Initial: 80% Mid 4 250/840 17 6 30 + 11 After Landing -28
236K Card Ryuujin (Card) 80 20 6 Initial: 80% Mid 4 250/840 16 24 14 + 11 After Landing -30 10-17F Strike
236K MAX Ryuujin (MAX) 110 20 6 Initial: 80% Mid 4 250/840 16 24 14 + 11 After Landing -30 10-17F Strike
j.236K Air Ryuujin (Normal) 50 [28] 20 6 Initial: 80% All 4 200/720
[0/1200]
8 4 Until Landing + 11
j.236K Card Air Ryuujin (Card) 75 [65] 3 [20] 8 [6] Initial: 80% All 4 200/720
[0/1200]
8 22 Until Landing + 11 1-8F Strke
[1-8F Strike]
j.236K MAX Air Ryuujin (MAX) 110 [100] 3 [20] 8 [6] Initial: 80% All 4 200/720
[0/1200]
8 22 Until Landing + 11 1F-End Strike
214K Gekirin (Normal) 35 [16] 10 [3] 7 [8] High/Air 2 [0] 200/480
[0/480]
19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13
214K Card Gekirin (Card) 28×3 [22×3] 10 [3] High/Air 2 [0] 200/480
[0/480]
18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6
214K MAX Gekirin (MAX) 55 [45] 10 [3] 7 [8] High/Air 2 [0] 200/480
[0/480]
18 [12] 13 Until Landing + 5 -1 4-Onward Lower Body
j.214K Air Gekirin (Normal) 30 [16] 10 [3] 7 [8] High/Air 2 [0] 150/360
[0/480]
16 [17] 13 Until Landing + 10
j.214K Card Air Gekirin (Card) 24 [22×3] 10 [3] 7 [8] High/Air 2 [0] 150/360
[0/480]
15 [12] 13
[3,4,6]
Until Landing + 10
j.214K MAX Air Gekirin (MAX) 50 [45] 10 [3] 7 [8] High/Air 2 [0] 150/360
[0/480]
15 [12] 13 Until Landing + 5
623K Kenroukaku (Normal) 11×4 10 3 Initial: 90% Mid 2 200/240 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 1-6F All
623K Card Kenroukaku (Card) 11×6 10 2 Initial: 90% Mid 2 200/240 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 1-13F All
623K MAX Kenroukaku (MAX) 11×6,30 10 1 Initial: 90% Mid 2 200/240×7 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 1-13F All
j.623K Air Kenroukaku (Normal) 12×3 [8×3] 10 3 Initial: 90% All 2 150/180
[0/240]
5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
1-4F All
j.623K Card Air Kenroukaku (Card) 9×6 [8×6] 10 1 Initial: 90% All 2 150/180
[0/240]
5 2,2(1)4(1)2(2)1(1)9 20 1-11F All
j.623K MAX Air Kenroukaku (MAX) 9×6,30
[8×6,30]
10 1 Initial: 90% All 2 150/180×7
[0/240×7]
5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 1-11F All
※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

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146S Choukyaku Hou'Oushou 20,7×16,40,80
[25,8×16,50,100]
20 6,2×16,6×2 Mid 4 -5000/0 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 1-10 Strike
[1-10 All]
236236H Bao Saishinshou 60 20 6 Mid 4 -5000/0 1+4 6 36 -23 1-7 Strike
Saishinshou > P Kaorinkuen 70 [70, 60] 6 [6, 8] Mid 4 [4, 0] 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
1F onwards airborne
632146H Renhoukyaku 16×13 6 3 All 2 -5000/0 20+1 48 11 +3 1-5 Throw
6-23 All


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Gasenkotsu DESTROY 14 6 All 3 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGXRD Jam 5P.png
Guard:
Mid
Startup:
3
Recovery:
7
Advantage:
±0
5P[+], 2P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGXRD Jam 2P.png
Guard:
Mid
Startup:
4
Recovery:
7
Advantage:
+3
5P[+], 2P[+], 6P 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P
GGXRD Jam 6P.png
Guard:
Mid
Startup:
9
Recovery:
12
Advantage:
+2
2P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K
GGXRD Jam 5K.png
Guard:
Low
Startup:
4
Recovery:
6
Advantage:
+2
5P, 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K
GGXRD Jam 2K.png
Guard:
Low
Startup:
5
Recovery:
9
Advantage:
±0
6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Sp
6K
GGXRD Jam 6K.png
Guard:
Mid
Startup:
6
Recovery:
20
Advantage:
-18
2P 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
c.S
GGXRD Jam cS.png
Guard:
Mid
Startup:
6
Recovery:
12
Advantage:
-6
6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGXRD Jam fS.png
Guard:
Mid
Startup:
6
Recovery:
11
Advantage:
-2
- - 2S 5H, 2H 5D, 2D Jump, Sp
2S
GGXRD Jam 2S.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
±0
- 5K, 2K - 5H, 2H 5D, 2D Sp
5H
GGXRD Jam 5H.png
Guard:
Mid
Startup:
13
Recovery:
15
Advantage:
+1
- 6K f.S 2H 5D, 2D Sp
2H
GGXRD Jam 2H.png
Guard:
Mid
Startup:
11
Recovery:
13
Advantage:
±0
- - - - 5D, 2D Sp
6H
GGXRD Jam 6H.png
Guard:
Mid
Startup:
14
Recovery:
22
Advantage:
-6
- - - - - Sp
5D
GGXRD Jam 5D.png
Guard:
High
Startup:
25
Recovery:
12
Advantage:
-2
- - - - - Homing Jump, Homing Dash
2D
GGXRD Jam 2D.png
Guard:
Low
Startup:
6
Recovery:
16
Advantage:
-6
- - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P
GGXRD Jam jP.png
Guard:
High/Air
Startup:
6
Recovery:
16
Advantage:
j.P[+] j.K[+] j.S j.H j.D Sp
j.K
GGXRD Jam jK.png
Guard:
High/Air
Startup:
5
Recovery:
11
Advantage:
j.P - j.S j.H j.D Sp
j.S
GGXRD Jam jS.png
Guard:
High/Air
Startup:
5
Recovery:
9
Advantage:
j.P - - j.H - Jump, Sp
j.H
GGXRD Jam jH.png
Guard:
High/Air
Startup:
5
Recovery:
16
Advantage:
- - - - - Sp
j.D
GGXRD Jam jD.png
Guard:
High/Air
Startup:
7
Recovery:
16
Advantage:
- - - - - 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

See GGXRD-R2/Change_Log

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data.