GGACR/Jam Kuradoberi/Frame Data: Difference between revisions

From Dustloop Wiki
Line 78: Line 78:
|-
|-
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2P}}
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=2P}}
| <span style="color:green">5P<sup>[+]</sup>, 2P, 6P<sup>[+]</sup></span> || <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Special, Super
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup></span> || <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H, 6H, 3H || 5D, 2D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6P}}
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6P}}
Line 108: Line 108:
|-
|-
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6H}}
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6H}}
| - || - || - || 6HH || - || Special, Super
| - || - || - || <span style="color:green">6HH<sup>[+]</sup></span> || - || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6HH}}
! {{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=6HH}}

Revision as of 16:42, 23 May 2022

 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

Error: No field named "backdash" found for any of the specified database tables.

Normals

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

Universal Mechanics

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

Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
22K/S/H Breath of Asanagi Total 53
236K Ryuujin 50 20 6 All 5 R 2.50/8.40 17 6 25+11 after landing -23 1~4F Strike
7~8F Low Profile
18 Launch 36 + WBounce 15
j.236K Air Ryuujin 52 20 6 All 5 R 2.00/7.20 9 6 Until landing+11 18 Launch 36 15
236D Powered Up Ryuujin 66 20 10 80% All 5 R -/12.00 11 16 Until landing+17 1~9F Strike 18 Launch 70 + WStick 35 15
214K Gekirin 42 8 7 High/Air 3 R 2.00/4.80 19 13 3+10 after landing -9 13 Launch 28 14 13
j.214K Air Gekirin 38 8 7 High/Air 3 R 1.50/3.60 17 13 Until landing+10 13 Launch 25 + GBounce 13
214D Powered Up Gekirin 21×3 8×3 11×3 High/Air 3 R -/4.80×3 12 3,4,7 Until landing+12 13 Launch 60 13
623K Kenroukaku 14×4 10×4 3×4 Mid 3 R 2.00/2.40×4 7 4,4,5,10 21+6 after landing -36 1~10F Strike 13 Launch 30 6
j.623K Air Kenroukaku 12×3 10×3 3×3 All 3 R 1.50/1.80 4 4,4,5,10 Until landing+6 2~3F Strike 13 Launch 30 6
623D Powered Up Kenroukaku 15×6, 24 10×7 8×7 80% All 3 R -/2.40 3 2×5,3,13 Until landing+5 1~17F Strike 13 Launch 90 6
236S Bakushuu 2.00/- Total 46 8~23F Above Feet
24~31F Low Profile
236S > P Mawarikomi Total 26 6~20F, 24~26F Above Feet
236S > K Ashibarai 30 8 7 Low 3 R -/7.20 10 8 22 -16 10~31F Low Profile 13 Down 25 13
236S > S Hyappo Shinshou 50 14 6 75% Mid 5 R -/7.20 18 3 15 +1 18 Launch 26 15
236S > H Senri Shinshou 50 14 6 75% Mid 5 RF -/14.40 24 3 12 +4 14~19F Low Profile 18 Launch 40 + WBounce 15
236S > H Crossup Senri Shinshou (Crossup) 50 14 6 75% Mid 5 R -/9.60 29~ 3 15 +1 When Jam changes direction: 1~6F Above Knees 18 Launch 32 + WBounce 15
546 Hochifu -/4.00 1~8F Guard High
j.2+K Houeikyaku 16, 10×N 11 6, 8×N 80%, 100%×N High/Air 4, 1×N R 1.50/3.60, 1.80×N 10 Until landing 6 after landing +8 16 17, 10×N 16, 10×N 14, 5×N
236P Choujin F 0.50/- Total 41+2 after landing
j.236P Air Choujin F 0.50/- Until landing+2
※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 damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
22D FB Breath of Asanagi Total 50
236S > D FB Hyappo Shinshou 65 14 6 85% Mid 5 R 0.40/- 14 3 15 +1 2~2F Low Profile
3~14F Strike
18 Launch 28 15

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Renhoukyaku 18×9 6×9 3×9 All 2 10+0 32 9 +1 1~10F Throw 11 Launch 28 0
632146S Choukyaku Hououshou 20, 9×10, 40, 80 20 6, 2×10, 6×2 Mid 5, 3×10, 5×2 R 7+0 21 24 -26 1~8F Strike
9~29F Feet
30~40F Low Profile
18 19, 14×10, Launch×2 18, 40×10, 80, 120 15, 6×10, 15×2
236236H Geki: Saishinhou 50,70 20×2 6×2 150%, Forced 75% Mid 5 RF 1+2 3,3 36 -20 1~8F Strike 18 Stagger 35, Launch 90 15
64641236PK Tousai Hyakuretsuken 1×100 20 6, 0×99 All 5, 1×99 R 5+2 14 27 -22 1~6F Strike
36~51F Feet
52~67F Low Profile
18 Launch Down 15, 0×97, 11×2

Instant Kill

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

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
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, Super
j.KGGAC Jam jK.pngGuardHigh/AirStartup5Recovery11Advantage- j.P - j.S j.H j.D Special, Super
j.SGGAC Jam jS.pngGuardHigh/AirStartup4Recovery9Advantage- j.P - - j.H - Jump, Special, Super
j.HGGAC Jam jH.pngGuardHigh/AirStartup7Recovery16Advantage- - - - - - Special, Super
j.DGGAC Jam jD.pngGuardHigh/AirStartup7Recovery16+4 after landingAdvantage- - - - - - Special, Super
  • 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

 Jam Kuradoberi


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