GGXRD-R2/Jam Kuradoberi/Frame Data

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< GGXRD-R2‎ | Jam Kuradoberi
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System Data


Normal 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
5P


  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
5K


  • Hitstop 6F, on CH 7F
c.S


f.S


5H


  • Forces opponent into crouching state on standing hit
  • Hitstop 7F per hit on normal hit
  • Hitstop 11F for hits 1 and 2 on CH, 13F for 3rd hit
5D


6P


  • 1st hit stagger opponent on CH (Max 31F, min 15F)
  • 2nd hit stagger opponent on CH (Max 32F, min 15F)
6K


  • Forces opponent into standing state on crouching hit
  • Hitstop 6F, 7F on CH
6H


  • Blows opponent away on hit
  • Wall bounces opponent on CH
  • On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F
2P


  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
2K


2S


  • Staggers opponent on ground CH (Max 38F, Min 18F)
2H


  • Pulls in opponent on ground hit
  • Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)
2D


  • Knocks down opponent on ground hit (Face Down)
j.P


j.K


j.S


  • Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH
j.H


j.D


  • 1st hit launches opponent (untechable for 14F, 28F on CH)
  • 2nd hit blows away opponent (untechable for 24F)
  • 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)

Universal Mechanics

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
Ground Throw


  • Floats opponent on hit, untechable for 52F
  • Proration values work out to be 55% after both hits
Air Throw


Dead Angle Attack


  • Blows away and wall bounces opponent on hit
  • Ground hit is untechable for 28F, guaranteed knockdown on CH
  • Air hit is untechable for 14F, 28F on CH
  • 2nd hit blows away opponent (untechable for 24F)
  • 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
  • Causes special knockdown on CH (regular knockdown time -11F)
Blitz Attack


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

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
Hochifu
546


  • Can cancel into crouching, FD 9F onwards on whiff
  • After successful catch, Jam can move on 7F, opponent can move on 9F
  • Can cancel into followup after successful catch or afte 10F
  • On successful catch, gain 200 Tension
Zekkei
Hochifu > P


  • Hitstop 20F, 32F on CH
  • Staggers opponent on ground CH (Max 49F, min 24F)
  • Hitstun 23F on ground normal hit
  • Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
  • Can cancel into followups on 4F on hit
  • Can cancel into followups on 21F on whiff
Goushao
Zekkei > P


  • Hitstop 25F, 37F on CH
  • Blows away opponent on hit, guaranteed knockdown (Face Up)
Dowanga
Zekkei > K


  • Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)
Youeikyaku
j.2K


  • 2nd-5th hits only occur if 1st hit touches opponent
  • 2nd-5th hits each have hitstop 5F
  • Fastest possible startup from standing position is 14F (Tiger Knee'd)
  • Frame advantage listed is from Tiger Knee'd
Bakushuu
236S


  • Can cancel into followups 9F-24F
Mawarikomi
Bakushuu > P


  • Can pass through opponent 2-14F
Hamonkyaku
Bakushuu > K


  • Staggers opponent on ground hit (Max 29F, min 17F)
  • See ※3
Hyappo Shinshou
Bakushuu > S


  • Blows opponent away on hit (untechable for 28F)
  • Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown)
  • Can cancel into Senri Shinshou (Followup) 18-29F
  • See ※4
Senri Shinshou (Followup)
Hyappo Shinshou > H


  • Blows opponent away on hit, guaranteed knockdown (Face Up)
  • Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
Senri Shinshou
Bakushuu > H


  • [ ] values are when Jam passes through opponent
  • 1-6F Can pass through opponent
  • Blows opponent away on hit, guaranteed knockdown (Face Up)
  • Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
  • See ※4
Asanagi no Kokyuu
22K/S/H


  • Hold button to charge
  • K for Ryuujin, S for Gekirin, H for Kenroukaku
  • Gains Card on 41F, MAX on 66F
Ground Ryuujin (Normal)
236K


  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F
Ground Ryuujin (Card)
236K


  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
  • 9F onward Airborne
Ground Ryuujin (MAX)
236K


  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
  • Stun: 80
  • 10F onward Airborne
Air Ryuujin (Normal)
j.236K


  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F
Air Ryuujin (Card)
236K


  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
Air Ryuujin (MAX)
j.236K


  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
Ground Gekirin (Normal)
214K


  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Hits crouching sol on 25F
Ground Gekirin (Card)
214K


  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Air hit causes guaranteed knockdown (Face Up)
  • Hits crouching Sol on 26F
Ground Gekirin (MAX)
214K


  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown (Face Down)
  • Air hit causes guaranteed knockdown (Face Down)
  • Hits crouching Sol on 23F
  • 4F [1F] onward Airborne
Air Gekirin (Normal)
j.214K


  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
Air Gekirin (Card)
j.214K


  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown
Air Gekirin (MAX)
j.214K


  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown
Ground Kenroukaku (Normal)
623K


  • Max 4 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 5 per hit
  • 4F onwards Airborne
Ground Kenroukaku (Card)
623K


  • Max 6 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 3 per hit
  • Airborne on frame 4
Ground Kenroukaku (MAX)
623K


  • Max 7 hits
  • Hitstop 6F per hit except for last hit (30F)
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Airborne on frame 4
  • See ※2
Air Kenroukaku (Normal)
j.623K


  • [ ] values are when done as followup
  • Max 3 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit
Air Kenroukaku (Card)
j.623K


  • [ ] values are when done as followup
  • Max 7 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit
Air Kenroukaku (MAX)
j.623K


  • [ ] values are when done as followup
  • Max 7 hits
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Stun: 4 per hit
  • Hitstop 6F per hit except for last hit (30F)
  • See ※2
※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

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
Choukyaku Hou'Oushou
632146S
[632146D]


  • [ ] value are for Burst version
  • Minimum Damge: 20% [40%]
  • Each hit floats opponent and causes guaranteed knockdown
Bao Saishinshou
236236H


  • Minimum Damage: 50%
  • Blows away opponent on hit, guaranteed knockdown
  • If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
  • Jam is fully invinicible if attack hits opponent (not blocked)
Kaorinkuen
Saishinshou > P


  • [ ] indicates clean hit
  • Recovery values are Whiff/Weak Hit/Clean Hit
  • Minimum Damage: 50%
  • 1st hit causes guaranteed knockdown
  • 2nd hit only occurs if 1st hit Clean Hits opponent
  • 2nd hit has hitstop 40F
  • Clean Hit window is 7F
Renhoukyaku
632146H


  • Minimum Damage: 20%
  • Launches opponent on hit, untechable for 14F, 28F on CH

Instant Kill

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
Gasenkotsu
During IK Mode: 236236H


  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 62F [5F+5F]

Gatling Table

Ground Gatlings
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
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 - 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

See GGXRD-R2/Change_Log

Navigation

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

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