GGACR/Jam Kuradoberi/Frame Data: Difference between revisions

From Dustloop Wiki
m (→‎top: clean up, replaced: | → |size=)
 
(32 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{NavTabs|game=GGACR|chara=Jam Kuradoberi|okizeme=no|matchups=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/|videos=https://acpr.keeponrock.in/#/?p1chars=jam&versions=AC%2BR|active=frame_data}}
<center>{{Character Label|GGACR|Jam Kuradoberi|size=42px}}</center>
{{GGACR/CharacterLinks}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[GGACR/Frame Data|System Data]]==
==Glossary==
<table class="wikitable">
[[Using_Frame_Data|How do I read frame data?]]
{{#lst:{{BASEPAGENAME}}/Data|system data}}
{{Template:FrameDataGlossary-GGACR}}
</table>
<br style="clear:both;"/>
<br style="clear:both;"/>


== Normals ==
==[[GGACR/Frame Data|System Data]]==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=ggacrCharacters
|-
|fields=ROUND(defense,2)=Damage Received Modifier,guts=Guts Rating,guardBalance=Guard Balance,CONCAT("1/", guardRecovery, "F")=Guard Recovery,weight=Gravity Mod,stunResistance=Stun Resist,CONCAT(wakeupFaceDown,"F")=Wakeup Face Down,CONCAT(wakeupFaceUp,"F")=Wakeup Face Up
{{FullFrameDataHeader-GGACR}}
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|-
|format=table
{{AttackVersion|name=5P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
|-
{{AttackVersion|name=5K|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5K}}
{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Hitstop 6F
*Initial prorate 80%
*Jam is in CH state during move
}}
}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Advanced Character Stats" data-collapsetext="Hide Advanced Character Stats">{{clear}}
===Ground Movement Values===
{{#cargo_query:tables=ggacrCharacters
|fields=walkSpeedForwards=Forwards Walk Speed,walkSpeedBackwards=Backwards Walk Speed,initialDashSpeed=Initial Dash Speed,dashAcceleration=Dash Acceleration,friction=Friction
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Backdash Values===
{{AttackVersion|name=c.S|subtitle=}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:{{BASEPAGENAME}}/Data|c.S}}
|fields=backdashDuration=Backdash Duration,CONCAT("1~",backdashInvulnerability,"F")=Backdash Invuln,backdashVX=Backdash Horizontal Speed
{{#lst:{{BASEPAGENAME}}/Data|c.S Extra}}
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|-
|format=table
{{AttackVersion|name=f.S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|f.S}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Extra}}
|-
{{AttackVersion|name=5H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Forces opponent into crouching state on ground hit
*3rd hit pulls in opponent on hit
*1st and 2nd hits have hitstop 7F
}}
}}
===Jump Values===
{{#cargo_query:tables=ggacrCharacters
|fields=CONCAT(prejump,"F")=Prejump,numberOfJumps=Number of Jumps,jumpVY=Jump vY,jumpGravity=Jump Gravity,CONCAT(jumpDuration,"F")=Jump Duration,jumpVXForwards=Forwards Jump vX,jumpVXBackwards=Backwards Jump vX
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
====High Jump Values====
{{AttackVersion|name=6P|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:{{BASEPAGENAME}}/Data|6P}}
|fields=CONCAT(prejump,"F")=Prejump,highJumpVY=High Jump vY,highJumpGravity=High Jump Gravity,CONCAT(highJumpDuration,"F")=High Jump Duration,highJumpVXFowards=Forwards High Jump vX,highJumpVXBackwards=Backwards High Jump vX
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|-
|format=table
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground CH (1st hit max 41F, 2nd hit max 45F)
}}
}}
===Air Dash Values===
{{#cargo_query:tables=ggacrCharacters
|fields=numberOfAirDashes=Number of Air Dashes,CONCAT(airDashStartup,"F")=Forwards Air Dash Startup,CONCAT(airDashForwardsDuration,"F")=Forwards Air Dash Duration,airDashForwardsSpeed=Forwards Air Dash Speed,CONCAT(airDashBackwardsStartup,"F")=Backwards Air Dash Startup,CONCAT(airDashBackwardsDuration,"F")=Backwards Air Dash Duration,airDashBackwardsSpeed=Backwards Air Dash Speed,minimumRisingAirDashHeight=Minimum Rising Airdash Height
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Tension Gain Values===
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:{{BASEPAGENAME}}/Data|6K}}
|fields=walkForwardsTensionGain=Forwards Walk,runTensionGain=Run,jumpForwardsTensionGain=Forwards Jump,airDashForwardsTensionGain=Forwards Air Dash
{{#lst:{{BASEPAGENAME}}/Data|6K Extra}}
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|-
|format=table
{{Description|12|text=
{{ColumnList |text=
*Forces opponent into standing state on ground hit
*1st hit has hitstop 6F
}}
}}
===Proximity Ranges===
{{#cargo_query:tables=ggacrCharacters
|fields=closeSlashProximityRange=Close Slash Proximity Range,,groundThrowRange=Ground Throw Range,airThrowRange=Air Throw Range
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
</div>{{clear}}
{{AttackVersion|name=6H|subtitle=|rowspan=2}}
 
{{#lst:{{BASEPAGENAME}}/Data|6H}}
==Normal Moves==
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}
{{GGACR-FullFrameDataTable|moveType=normal}}
|-
{{Description|12|text=
{{ColumnList |text=
*Lower Body invincible still has back leg vulnerable
*Forces opponent into standing state on ground hit
*Ground bounces opponent on air hit (Untechable for 32F) ???
*Hitstun 23F
*Untechable for 22F
*Blockstun 18F
*Can cancel into 6H > H froom 19~32F
*Treated as CH-state until move ends
*Attack Level 6
}}
}}
|-
{{AttackVersion|name=6H > H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6HH}}
{{#lst:{{BASEPAGENAME}}/Data|6HH Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wallsticks opponent on hit (untechable for 48F, sticks for 24F)
*Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Ryuujin (Powered Up), Gekirin (Powered Up), Kenroukaku (Powered Up)
*Jam is in CH state during move
}}
}}
|-
{{AttackVersion|name=3H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3H}}
{{#lst:{{BASEPAGENAME}}/Data|3H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 90%
*Jam is in an airborne state during active frames
*Jam is in crouching state during recovery
*2nd hit can be canceled into Charged Kick Specials
}}
}}
|-
{{AttackVersion|name=5D|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
{{AttackVersion|name=2P|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2P}}
{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 90%
}}
}}
|-
{{AttackVersion|name=2K|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2K}}
{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground hit (max 39F)
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Pulls in opponent on air hit (untechable for 22F)
}}
}}
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*FRC timing 1~6F
}}
}}
|-
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.P}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Extra}}
|-
{{AttackVersion|name=j.K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.K}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
|-
{{AttackVersion|name=j.S|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 16F)
}}
}}
|-
{{AttackVersion|name=j.H|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*2nd hit floats opponent on hit (untechable for 24F)
*2nd hit wallbounces opponent on CH (untechable for 60F)
}}
}}
|-
|}


==Universal Mechanics==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=other}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 38F)
*Forced prorate 50%, but becomes 70% if throw is FRC'd
*FRC timing 43~44F
}}
{{ColumnList |text=
*Jam has 17F to hit the opponent after the throw, 16F if FRC'd. When FRC'd, throw does 0 damage
}}
}}
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 50F
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=[[GGACR/Defense#Dead Angle Attack|DAA]]|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|DAA}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
|-
{{Description|12|text={{ColumnList |text=
*Total animation length 30F
*Knocks down opponent on ground hit
*Jam is in crouching state during move
*Initial prorate 50%
}}
}} 
|-
|}


== Specials ==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=special}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Breath of Asanagi|subtitle=22K/S/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22K/S/H}}
{{#lst:{{BASEPAGENAME}}/Data|22K/S/H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam gets a charge on 53F
*Can store up to 3 charges for each special
*K for Ryuujin, S for Gekirin, H for Kenroukaku
}}
}}
|-
{{AttackVersion|name=Ryuujin|subtitle=236K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236K}}
{{#lst:{{BASEPAGENAME}}/Data|236K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam is airborne from 9F onwards
*Wallbounces opponent on hit (untechable for 36F)
* see notes *1
}}
}}
|-
{{AttackVersion|name=Ryuujin (Air)|subtitle=j.236K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236K}}
{{#lst:{{BASEPAGENAME}}/Data|j.236K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on normal hit (untechable for 36F)
*Has a minimum height requirement
* see notes *1
}}
}}
|-
{{AttackVersion|name=Ryuujin (Powered Up)|subtitle=236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236D}}
{{#lst:{{BASEPAGENAME}}/Data|236D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
*Jam is airborne from 1F onwards
*Wallsticks opponent on hit (untechable for 70F, sticks for 35F)
*Consumes one charge stock on 1F
* see notes *1
}}
}}
|-
{{AttackVersion|name=Gekirin|subtitle=214K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214K}}
{{#lst:{{BASEPAGENAME}}/Data|214K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam is airborne from 4F onwards
*Floats opponent on hit (untechable on ground hit for 28F)
*Startup to hit a crouching opponent is 21F (tested on Sol)
* see notes *1
}}
}}
|-
{{AttackVersion|name=Gekirin (Air)|subtitle=j.214K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214K}}
{{#lst:{{BASEPAGENAME}}/Data|j.214K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Groundbounces opponent on hit (untechable for 35F)
*Has a minimum height requirement
* see notes *1
}}
}}
|-
{{AttackVersion|name=Gekirin (Powered Up)|subtitle=214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214D}}
{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam is airborne from 1F onwards
*Floats opponent on hit (untechable for 60F)
*Uses up a charge stock on 1F
* see notes *1
}}
{{ColumnList |text=
*Charged Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)
}}
}}
|-
{{AttackVersion|name=Kenroukaku|subtitle=623K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623K}}
{{#lst:{{BASEPAGENAME}}/Data|623K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam is airborne from 3F onwards
*Floats opponent on hit (untechable for 22F)
*Hitstop 6F
*Dizzy modifier x0.375
* see notes *1
}}
}}
|-
{{AttackVersion|name=Kenroukaku (Air)|subtitle=j.623K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.623K}}
{{#lst:{{BASEPAGENAME}}/Data|j.623K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 22F)
*Hitstop 6F
*Dizzy modifier x0.375
*Has a minimum height requirement
*Max 3 hits
* see notes *1
}}
}}
|-
{{AttackVersion|name=Kenroukaku (Powered Up)|subtitle=623D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623D}}
{{#lst:{{BASEPAGENAME}}/Data|623D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
*Jam is airborne from 1F onwards
*Floats opponent on hit (untechable for 90F)
*Hitstop 6F
*Dizzy modifier x0.25
*Uses up a charge stock on frame 1
* see notes *1
}}
}}
|-
{{AttackVersion|name=Bakushuu|subtitle=236S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam is in CH state until end of move
}}
{{ColumnList |text=
*Can cancel into followups 6~24F
}}
}}
|-
{{AttackVersion|name=Mawarikomi|subtitle=Bakushuu > P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S P}}
{{#lst:{{BASEPAGENAME}}/Data|236S P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Can pass through opponent 2~14F
}}
}}
|-
{{AttackVersion|name=Ashiharai|subtitle=Bakushuu > K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S K}}
{{#lst:{{BASEPAGENAME}}/Data|236S K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground hit (max 25F)
*Jam is in CH state during move
*Can cancel into followups (Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku) 3~38F
}}
}}
|-
{{AttackVersion|name=Hyappo Shinshou|subtitle=Bakushuu > S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S S}}
{{#lst:{{BASEPAGENAME}}/Data|236S S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on normal hit (untechable for 26F)
*Wall bounces opponent on CH (untechable for 64F)
*Initial prorate 75%
}}
}}
|-
{{AttackVersion|name=Senri Shinshou|subtitle=Bakushuu > H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S H}}
{{#lst:{{BASEPAGENAME}}/Data|236S H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wallbounces opponent on hit (untechable for 40F)
*Dizzy modifier x1.375
*Initial prorate 75%
*FRC timing 21~24F
*Can pass through opponent 2~11F
*If Jam passes through opponent, she performs Senri Shinshou (Crossup) instead
}}
}}
|-
{{AttackVersion|name=Senri Shinshou (Crossup)|subtitle=Bakushuu > H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S H Crossup}}
{{#lst:{{BASEPAGENAME}}/Data|236S H Crossup Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wallbounces opponent on hit (untechable for 32F)
*Dizzy modifier x1.5
*Initial prorate 75%
*Startup varies depending on distance from opponent
}}
}}
|-
{{AttackVersion|name=Hochifu (Parry)|subtitle=546|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|546}}
{{#lst:{{BASEPAGENAME}}/Data|546 Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Houeikyaku|subtitle=j.2K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.2K}}
{{#lst:{{BASEPAGENAME}}/Data|j.2K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*2nd hit onwards only activate if 1st hit hits opponent
*All hits other than the 2nd have hitstop 5F
*1st hit has initial prorate 80%
*Has a minimum height requirement
}}
{{ColumnList |text=
*2nd hit will only trigger if the 1st hit hits opponent (not block or whiff)
*Listed Frame Adv is for TK Houeikyaku performed as fast as possible (startup 14F)
}}
}}
|-
{{AttackVersion|name=Choujin|subtitle=236P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236P}}
{{#lst:{{BASEPAGENAME}}/Data|236P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam is airborne from 1F onwards
*Can pass through opponent 1~17F
*Jam is in CH state 1~5F
*FRC timing 1~3F
*Auto Jump Installs
*Can perform any action other than blocking or FD from 20F onwards
}}
}}
|-
{{AttackVersion|name=Choujin (Air)|subtitle=j.236P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236P}}
{{#lst:{{BASEPAGENAME}}/Data|j.236P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Jam can pass through opponent and in CH state from 1~18F
*Cannot be used after a double jump
*Can perform any action other than blocking or FD from 22F onwards
}}
}}
|-
|}


: *1: Jam is in crouching state after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).
:※1: Jam is in crouching state after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).


== Force Breaks ==
==Force Breaks==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=forcebreak}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Asanagi no Kokyuu - Kyoku|subtitle=22D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22D}}
{{#lst:{{BASEPAGENAME}}/Data|22D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Charge completes on Frame 5
*Jam gains 1 charge for each Kick Special per corresponding input
}}
}}
|-
{{AttackVersion|name=FB Hyappo Shinshou|subtitle=Bakushuu > D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S D}}
{{#lst:{{BASEPAGENAME}}/Data|236S D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 28F
*Dizzy modifier x1.25
*Initial prorate 85%
*Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks
}}
}}
|-
|}


== Overdrives ==
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=super}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Renhoukyaku|subtitle=632146H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146H}}
{{#lst:{{BASEPAGENAME}}/Data|632146H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 28F)
*Pulls in opponent on hit or block
*Hitstop 0F
*Opponent's inputs are frozen after superflash until 2nd active frame
*9th hit ???
}}
}}
|-
{{AttackVersion|name=Choukyaku Hououshou|subtitle=632146S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146S}}
{{#lst:{{BASEPAGENAME}}/Data|632146S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*12th~13th hits float opponent
*2nd~11th hits have hitstop 6F
*13th hit has dizzy modifier x0.25; all others have dizzy modifier x0
}}
{{ColumnList |text=
*Untechable times: 1st hit: 18F, hits 2nd-11th hits: 40F, 12th hit: 80F, 13th hit: 114F
*Opponent's inputs are frozen after superflash until 2nd active frame
}}
}}
|-
{{AttackVersion|name=Geki: Saishinhou|subtitle=236236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*1st hit staggers opponent on hit (max 35F)
*2nd hit floats opponent
*Both hits are untechable on air hit for 90F
*1st hit initial prorate 150%
*2nd hit forced prorate 75%
*FRC timing 3~4F
}}
}}
|-
{{AttackVersion|name=Tousai Hyakuretsuken|subtitle=64641236P+K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|64641236PK}}
{{#lst:{{BASEPAGENAME}}/Data|64641236PK Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Knocks down opponent on hit
*2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
*Costs 100% Tension
}}
}}
|}


== Instant Kill ==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=instantkill}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Gasenkotsu|subtitle=In IK Mode: 236236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|IK}}
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*IK Mode preparation: 54F
}}
}}
|}


== Gatling Table ==
==Gatling Table==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|+Ground Gatlings
Line 645: Line 88:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=5P}}
| <span style="color:green">5P</span>, 2P, 6P || 5K, 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}}, 6K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Special, Super
|-
|-
! 6P
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2P}}
| 2P || 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}} || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Special, Super
|-
|-
! 2P
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6P}}
| 5P, <span style="color:green">2P</span>, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Sp
| 2P || 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Special, Super
|-
|-
! 5K
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=5K}}
| 2P, 6P || 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Sp
| 2P, 6P || 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Special, Super
|-
|-
! 6K
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2K}}
| 2P || 2K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Sp
| 6P || 5K, 2K || c.S, f.S, 2S || 2H, 6H, 3H || 5D, 2D || Special, Super
|-
|-
! 2K
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6K}}
| 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Sp
| 2P || 2K || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Special, Super
|-
|-
! c.S
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=c.S}}
| 6P || - || f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Sp
| 6P || - || f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Special, Super
|-
|-
! f.S
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=f.S}}
| - || - || 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Sp
| - || - || 2S || 5H, 2H, 6H, 3H || 5D, 2D || Jump, Special, Super
|-
|-
! 2S
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2S}}
| - || 5K, 2K || - || 5H, 2H, 6H, 3H || 5D, 2D || Sp
| - || 5K, 2K || - || 5H, 2H, 6H, 3H || 5D, 2D || Special, Super
|-
|-
! 5H
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=5H}}
| - || 6K || - || 3H, 6H || - || Sp
| - || 6K || f.S || 6H, 3H || - || Special, Super
|-
|-
! 3H
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2H}}
| - || - || - || - || - || Card Specials
| - || - || - || 6H, 3H || - || Special, Super
|-
|-
! 6H
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6H}}
| - || - || - || 6HH || - || Sp
| - || - || - || {{color|green|6HH<sup>[+]</sup>}} || - || Special, Super
|-
|-
! 6HH
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6HH}}
| - || - || - || - || - || Card up, Card Specials
| - || - || - || - || - || Card up, Card Specials
|-
|-
! 2H
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=3H}}
| - || - || - || 3H, 6H || - || Sp
| - || - || - || - || - || Card Specials (2nd hit)
|-
|-
! 5D
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=5D}}
| - || - || - || - || - || Homing Jump
| - || - || - || - || - || Homing Jump
|-
|-
! 2D
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2D}}
| - || - || - || - || - ||Jump, Sp
| - || - || - || - || - ||Jump, Special, Super
|-
|-
|}
|}
Line 700: Line 143:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=j.P}}
| <span style="color:green">j.P</span> || j.K || j.S || j.H || j.D || Sp
| {{color|green|j.P<sup>[+]</sup>}} || {{color|green|j.K<sup>[+]</sup>}} || j.S || j.H || j.D || Special
|-
|-
! j.K
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=j.K}}
| j.P || - || j.S || j.H || j.D || Sp
| j.P || - || j.S || j.H || j.D || Special
|-
|-
! j.S
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=j.S}}
| j.P || - || - || j.H || - || Jump, Sp
| j.P || - || - || j.H || - || Jump, Special
|-
|-
! j.H
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=j.H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
! j.D
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=j.D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
|}
|}


*5D can be only canceled into Homing Jump on ground hit
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
:'''X''' = X is available on hit or block
:<span style="color:green">'''Green''' = Available on whiff</span>
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}
{{Navbar-GGACR}}
{{#lst:GGACR/Navigation}}

Latest revision as of 05:23, 13 December 2023

Jam Kuradoberi


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.06 3 1.0 1/5F 1.1 65 25F 28F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
5.5 4.5 10.0 0.42 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
13 1~7F 10.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 22.0 1.1 41F 5.25 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 28.0 1.1 52F 6.5 6.5

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 7F 15F 20.0 6F 12F 15.0 20

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
140 43 88

Normal Moves

input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
5P Mid 1 +3 3 3 4 CSJR N/A 9 10 10 11 12 1.44 3 8
5K Low 2 +1 5 4 7 SR 80% N/A 11 12 12 6 12 2.64 5 7
c.S Mid 3 -6 6 8 12 SJR N/A 13 14 14 13 28 2.64 10 7
f.S Mid 3 -1 6 5 10 SJR N/A 13 14 14 13 30 2.64 10 7
5H Mid 4×2, 5 +1 13 3(3)3(3)3 15 SR 22~24F, 34~36F Upper Body
25~33F Low Profile
N/A 16×2, 18 Crouch 18×2, Crouch 20 16×2, 18 7×2, 15 24×3 3.84×3 14×2,20 6×3
5D High 3 -2 26 4 12 R N/A 13 Launch 48 14 13 16 2.64 8 20
6P Mid 3, 4 +2 7 1(10)3 12 SR 1~7F Upper Body
8~20F Above Chest
90% N/A 13, 16 14, 17 14, 16 13, 14 18×2 2.64×2 10, 14 7, 6
6K Mid 3 -14 6 4(6)8 20 SJR N/A 13 Stand 14 14 6, 13 16, 26 2.64×2 10×2 7×2
6H Mid 4 +3 18 6 10 SR 1~18F, 32~33F Lower Body
1~18F Throw
24~31F Above Knees
N/A 18 Stand 23 22 + GBounce 14 28 3.84 10 6
6HH Mid 5 -11 10 7 23 R 1~6F Above Knees
7~7F Upper Body
N/A 18 Launch 48 + WStick 24 15 53 3.84 20 6
3H All 5 -8 5 2(2)4 15+8 after landing R 90% N/A 18 19 18 15 30×2 3.84×2 20×2 6×2
2P Mid 1 +4 4 2 4 CSR 90% N/A 9 10 10 11 6 1.44 3 8
2K Low 1 -2 5 3 9 CSR 80% N/A 9 10 10 11 8 1.44 3 8
2S Mid 3 +0 6 5 9 SR 80% N/A 13 14 14 13 26 2.64 10 7
2H Mid 4 -12 9 4,4 25 SR N/A 16 17 22 14 20×2 3.84×2 14×2 6×2
2D Low 3 -6 6 4 16 SJRF 1~6F 13 14 14 13 28 2.64 8 7
j.P High/Air 1 5 4 14 CSR N/A 9 10 10 11 11 1.44 3 8
j.K High/Air 1 5 8 11 SR N/A 9 10 10 11 14 1.44 3 8
j.S High/Air 3 4 5 9 SJR N/A 13 Launch 16 13 28 2.64 8 7
j.H High/Air 3 7 10 16 SR N/A 13 14 14 13 35 2.64 8 7
j.D High/Air 3 7 3(4)6 16+4 after landing SR N/A 13 14, Launch 14, 24 13 16, 28 2.64×2 8×2 7×2

Universal Mechanics

name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
Ground Throw 43 pixels RF Forced 50% 43~44F Launch 38 42 4.00 6×2
Air Throw 88 pixels Forced 50% N/A 50 60 5.98 6, 7
Dead Angle Attack All 3 -8 13 6 16 R 1~18F All
19~27F Throw
50% N/A 13 Down 14 13 20 0.52 10 7

Special Moves

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
22K/S/H Breath of Asanagi Total 53 N/A
236K Ryuujin All 5 -23 17 6 25+11 after landing R 1~4F Strike
7~8F Low Profile
N/A 18 Launch 36 + WBounce 15 50 2.50/8.40 20 6
j.236K Air Ryuujin All 5 9 6 Until landing+11 R N/A 18 Launch 36 15 52 2.00/7.20 20 6
236D Powered Up Ryuujin All 5 11 16 Until landing+17 R 1~9F Strike 80% N/A 18 Launch 70 + WStick 35 15 66 -/12.00 20 10
214K Gekirin High/Air 3 -9 19 13 3+10 after landing R N/A 13 Launch 28 14 13 42 2.00/4.80 8 7
j.214K Air Gekirin High/Air 3 17 13 Until landing+10 R N/A 13 Launch 25 + GBounce 13 38 1.50/3.60 8 7
214D Powered Up Gekirin High/Air 3 12 3,4,7 Until landing+12 R N/A 13 Launch 60 13 21×3 -/4.80×3 8×3 11×3
623K Kenroukaku Mid 3 -36 7 4,4,5,10 21+6 after landing R 1~10F Strike N/A 13 Launch 30 6 14×4 2.00/2.40×4 10×4 3×4
j.623K Air Kenroukaku All 3 4 4,4,5,10 Until landing+6 R 2~3F Strike N/A 13 Launch 30 6 12×3 1.50/1.80 10×3 3×3
623D Powered Up Kenroukaku All 3 3 2×5,3,13 Until landing+5 R 1~17F Strike 80% N/A 13 Launch 90 6 15×6, 24 -/2.40 10×7 8×7
236S Bakushuu Total 46 8~23F Above Feet
24~31F Low Profile
N/A 2.00/-
236S > P Mawarikomi Total 26 6~20F, 24~26F Above Feet N/A
236S > K Ashibarai Low 3 -16 10 8 22 R 10~31F Low Profile N/A 13 Down 25 13 30 -/7.20 8 7
236S > S Hyappo Shinshou Mid 5 +1 18 3 15 R 75% N/A 18 Launch 26 15 50 -/7.20 14 6
236S > H Senri Shinshou Mid 5 +4 24 3 12 RF 14~19F Low Profile 75% 21~24F 18 Launch 40 + WBounce 15 50 -/14.40 14 6
236S > H Crossup Senri Shinshou (Crossup) Mid 5 +1 29~ 3 15 R When Jam changes direction: 1~6F Above Knees 75% N/A 18 Launch 32 + WBounce 15 50 -/9.60 14 6
546 Hochifu 1~8F Guard High N/A -/4.00
j.2+K Houeikyaku High/Air 4, 1×N +8 10 Until landing 6 after landing R 80%, 100%×N N/A 16 17, 10×N 16, 10×N 14, 5×N 16, 10×N 1.50/3.60, 1.80×N 11 6, 8×N
236P Choujin Total 41+2 after landing F 6~8F 0.50/-
j.236P Air Choujin Until landing+2 F 6~8F 0.50/-
※1: Jam is in crouching state after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).

Force Breaks

input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
22D FB Breath of Asanagi Total 50
236S > D FB Hyappo Shinshou Mid 5 +1 14 3 15 R 2~2F Low Profile
3~14F Strike
85% 18 Launch 28 15 65 0.40/- 14 6

Overdrives

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
632146H Renhoukyaku All 2 +1 10+0 32 9 1~10F Throw N/A 11 Launch 28 0 18×9 6×9 3×9
632146S Choukyaku Hououshou Mid 5, 3×10, 5×2 -26 7+0 21 24 R 1~8F Strike
9~29F Feet
30~40F Low Profile
N/A 18 19, 14×10, Launch×2 18, 40×10, 80, 120 15, 6×10, 15×2 20, 9×10, 40, 80 20 6, 2×10, 6×2
236236H Geki: Saishinhou Mid 5 -20 1+2 3,3 36 RF 1~8F Strike 150%, Forced 75% 3~4F 18 Stagger 35, Launch 90 15 50,70 20×2 6×2
64641236PK Tousai Hyakuretsuken All 5, 1×99 -22 5+2 14 27 R 1~4F Strike
7~22F Feet
23~38F Low Profile
N/A 18 Launch Down 15, 0×97, 11×2 1×100 20 6, 0×99

Instant Kill

input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
236236H Gasenkotsu All 5 -15 11+6 12 22 12~16F Strike 18 15 Fatal 20

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Jam 5P.pngGuardMidStartup3Recovery4Advantage+3 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Special, Super
2PGGAC Jam 2P.pngGuardMidStartup4Recovery4Advantage+4 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Special, Super
6PGGAC Jam 6P.pngGuardMidStartup7Recovery12Advantage+2 2P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Special, Super
5KGGAC Jam 5K.pngGuardLowStartup5Recovery7Advantage+1 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Special, Super
2KGGAC Jam 2K.pngGuardLowStartup5Recovery9Advantage-2 6P 5K, 2K c.S, f.S, 2S 2H, 6H, 3H 5D, 2D Special, Super
6KGGAC Jam 6K.pngGuardMidStartup6Recovery20Advantage-14 2P 2K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Special, Super
c.SGGAC Jam cS.pngGuardMidStartup6Recovery12Advantage-6 6P - f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Special, Super
f.SGGAC Jam fS.pngGuardMidStartup6Recovery10Advantage-1 - - 2S 5H, 2H, 6H, 3H 5D, 2D Jump, Special, Super
2SGGAC Jam 2S.pngGuardMidStartup6Recovery9Advantage+0 - 5K, 2K - 5H, 2H, 6H, 3H 5D, 2D Special, Super
5HGGAC Jam 5H.pngGuardMidStartup13Recovery15Advantage+1 - 6K f.S 6H, 3H - Special, Super
2HGGAC Jam 2H.pngGuardMidStartup9Recovery25Advantage-12 - - - 6H, 3H - Special, Super
6HGGAC Jam 6H.pngGuardMidStartup18Recovery10Advantage+3 - - - 6HH[+] - Special, Super
6HHGGAC Jam 6HH.pngGuardMidStartup10Recovery23Advantage-11 - - - - - Card up, Card Specials
3HGGACR Jam 3H.pngGuardAllStartup5Recovery15+8 after landingAdvantage-8 - - - - - Card Specials (2nd hit)
5DGGAC Jam 5D.pngGuardHighStartup26Recovery12Advantage-2 - - - - - Homing Jump
2DGGAC Jam 2D.pngGuardLowStartup6Recovery16Advantage-6 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Jam jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Special
j.KGGAC Jam jK.pngGuardHigh/AirStartup5Recovery11Advantage- j.P - j.S j.H j.D Special
j.SGGAC Jam jS.pngGuardHigh/AirStartup4Recovery9Advantage- j.P - - j.H - Jump, Special
j.HGGAC Jam jH.pngGuardHigh/AirStartup7Recovery16Advantage- - - - - - Special
j.DGGAC Jam jD.pngGuardHigh/AirStartup7Recovery16+4 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Jam Kuradoberi/Data.
Systems Pages