< GGXRD-R2 | Jam Kuradoberi
System Data
Normal Moves
Universal Mechanics
Special Moves
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. | ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | 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 | RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. | ProrateAdditional Proration. | CancelWhat this attack can cancel into. | RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple | 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. | 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. | HitboxHitbox link for this move |
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Hochifu 546
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Zekkei Hochifu > P
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Goushao Zekkei > P
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Dowanga Zekkei > K
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Youeikyaku j.2K
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Bakushuu 236S
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Mawarikomi Bakushuu > P
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Hamonkyaku Bakushuu > K
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Hyappo Shinshou Bakushuu > S
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Senri Shinshou (Followup) Hyappo Shinshou > H
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Senri Shinshou Bakushuu > H
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Asanagi no Kokyuu 22K/S/H
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Ground Ryuujin (Normal) 236K
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Ground Ryuujin (Card) 236K
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Ground Ryuujin (MAX) 236K
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Air Ryuujin (Normal) j.236K
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Air Ryuujin (Card) 236K
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Air Ryuujin (MAX) j.236K
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Ground Gekirin (Normal) 214K
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Ground Gekirin (Card) 214K
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Ground Gekirin (MAX) 214K
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Air Gekirin (Normal) j.214K
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Air Gekirin (Card) j.214K
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Air Gekirin (MAX) j.214K
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Ground Kenroukaku (Normal) 623K
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Ground Kenroukaku (Card) 623K
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Ground Kenroukaku (MAX) 623K
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Air Kenroukaku (Normal) j.623K
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Air Kenroukaku (Card) j.623K
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Air Kenroukaku (MAX) j.623K
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- ※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
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 | |
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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
To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data.