< GGXRD-R2 | Jam Kuradoberi

Glossary
System Data Glossary | |
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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. |
RiscGainRate | Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average. |
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 | |||||||
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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. | ||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||
riscp | Risc Plus (gbp). How much the RISC Gauge increases on block. | ||||||
riscm | Risc Minus (gbm). How much the RISC Gauge 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.
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Roman | How this attack can be Roman Cancelled.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||
Tension | How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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※1: The additional hitstop is only applied to the receiver. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see GGXRD-R2/Frame Data |
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 Strike [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 | 1-8F Strike [1-8F 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] | 7 [8] | 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 | |||
236236H > 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
- 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 hit, block, or whiff
Changelog

To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data.
Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Universal Strategy •
Misc •
Archived Information
• Patch Notes •
Changelog •
Tier Lists •
Resources •
• Medal of Millionaire •
- Attack Level
- Burst
- Blitz Shield
- Clash
- Danger Time
- Dead Angle Attack
- Faultless Defense
- Forced Proration
- Gatling
- Guts
- Hellfire
- Initial Proration
- Instant Air Dash (IAD)
- Instant Block
- Jump Install
- Low Profile
- Mortal Counter
- Negative Penalty
- Off the Ground (OTG)
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stun
- Tension Gauge
- Ukemi (Teching)