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[GGAC] Complete Jam Guide

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[GG:AC] Jam Kuradoberi (蔵土縁 紗夢)

Complete Guide

Guilty Gear Notation and Terminology

GGAC Wiki

GGAC System Data Table

Jam Wiki Page

Jam Frame Data & Gatling Chart

Jam Alternate Color Chart

[1.0] General Overview

Jam is a rush-down character archetype. Once in she can scare the opponent with staggers, tick-throws, high-low and which-way mix-up. She has good normals, abare, and damage, but she can have a hard time getting in against certain characters.

To describe her gameplay simply: she’s a mix between free-form rush-down and random. She requires that you flow through your options freely while not being too predictable (though this could be said for a lot of the cast). What makes Jam scary is her ability to be unpredictable while at the same time preserving above average abare and damage. A lot of the time her randomness must be respected (because it can be scary), which is why some players will call her “brain-dead”.

Playing Jam is not rocket science: she is a fast character with good normals and specials, so her game-play revolves around a good understanding of spacing. The difficulty playing her relies on how good you are at hit-confirming and how fast your hands are (read: execution).

[1.1] Important Values

  • Guts Rating: 3 [Average]
  • Defense Modifier: x 1.06 [below Average]
  • Stun Resistance: 65 [Average]
  • Movement Options: 1 Double Jump, 1 Air Dash, Run-Type Dash


    [1.2] Strengths

    • Strong normals that lead to either average or above average damage with hard knockdown
    • Good abare
    • Fast movement
    • Only character with a parry

    [1.3] Weaknesses

    [*]Very floaty, usually allowing for character specific combos (read: more damage done to you)

    [*]Lower than average defense

    [*]Short range normals

    [*]Without tension or charges she can have a hard time dealing with heavy zoning match-ups

Edited by St1ckBuG

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[2.0] Specials and Normals

[2.1] Normals

5P – One of the fastest normals in the game with a 3f start-up. +3 on block. Can chain into itself. Wiffs on crouchers. Used mainly as a follow-up to anti-air parry and sometimes used as combo filler.

5K – One of her best pokes. A standing low. +1 on block. Has a special reduced hit-stop so it is easy to stagger with .

c.S – Close version of Slash. An OK anti-air but will get stuffed by good air-to-ground attacks. Mainly used as combo filler. Not that useful in pressure as f.S will be used more. -6 on block. Jump-cancellable on block and hit.

f.S – Far version of Slash. An OK anti-air but will get stuffed by good air-to-ground attacks. This is one of her farthest reaching pokes that can lead into good damage with good hit-confirming. Jump cancellable on block and hit.

5H – Hits 3 times. +1 on block. Jacks guard bar but limits your options when used in pressure. Only cancellable into 6K, 6H and specials. Can lead to gimmicky mix-up when special cancelled.

5D – Usually considered a “hidden” dust. Hits overhead and is hard to see. Leads into good damage midscreen and can lead into wall loop > knockdown in the corner. Her only normal that hits overhead.

2P – 4f start-up. Hits mid. +4 on block. Gatlings in and out of 6P an “infinite” amount of times. Good for tick-throws and starting pressure, but has short reach.

2K - 5f start-up. Hit low. -2 on block. Doesn’t reach as far as 2D and doesn’t knockdown. Terrible proration. Only really used to add an extra hit before confirming into 2D. Sometimes used in wall-loops against Sol and Order Sol.

2S – Sometimes considered Jam’s best poke, as it is very easy to confirm off of counter-hit. 6f start-up. +0 on block. Hits mid. It doesn’t have great reach, but it’s easy damage potential off of CH is what makes it scary.

2H – 2 hit cart-wheel. Situational anti-air. -12 on block. One of the staple moves used in her wall-loop. Like 5H it’s only cancellable into 6K, 6H and specials.

2D – Jam’s knockdown and farthest reaching poke. 6f start-up and -5 on block. Only jump-cancellable and special-cancellable. FRC timing on frames 1-6.

6P – 7f of start-up. +2 on block. Upper-body invulnerability. Hits twice and staggers on CH. Situational anti-air. Also used to punish/clash certain moves. Good for pressure.

6K – Terrible move. Not used in combos and you have better pokes and pressure tools.

6H – Her staple pressure, okizeme, and combo tool. +5 on block. Throw invulnerable, and leads to big damage on hit.

6HH – Used for the wall-stick in her wall loop. -11 on block. Not used much outside of combos.

j.P – Fast air normal that hit’s down-in-front of Jam. Sometimes used during a low IAD to start pressure but mostly used as comb-filler. Cancels into itself, every other air normal, and specials.

j.K – Combo filler. Reaches out in front of her. Not really used as a poke since your opponent will most likely have a better air-to-air option in this position.

j.S – 4f start-up (fast). Hits above and in front of Jam. Her only air normal that is jump-cancellable. Good anti-air, hit-box, and combo tool.

j.H – Jam’s go-to air normal. Hits everywhere except for diagonally upward. It even has a cross-up hit-box. Only special-cancellable. Her main jump-in. Lots of added untechable time on CH.

j.D – 2 Hit kick. 2nd hit on CH wall-bounces. Combo filler and pretty un-safe on block regardless of height.

DAA – 2S animation. Same properties of every other DAA.

Throw - Short range. Depending on your opponent’s character, the follow-up combo will be different. FRC timing 43-44.

Air Throw – Untechable for 50f, so most heights will lead to knockdown. Can combo off of certain heights and characters in the corner.

[2.2] Specials

  • Breath of Asanagi (22K/22S/22H) – Jam stores a ‘charge’ for her kick specials depending on which button is pressed after 22. She does not get the card until the last frame of the animation, so she can be hit before gaining a charge. The K version will store a Ryujin charge, S will store a Gekirin charge, and H will store a Kenroukaku card. Jam can store up to three charges of each respective kick. Using a charged version of a kick will use 1 charge. Charged versions of her kicks carry special properties that will be covered later. The rules for using the charged kicks are as follows:

    1). Charged kick cancelleable moves are: any of Jams 3 kicks, 236S~K, or Force Break Puffball (236S~D). You can only use charged versions of her kicks out of these moves.

    2). You can only use up to 2 charges in succession, but it is possible to use all 9 in a combo.




    • Ryujin (236K) – Jam does a flying kick forward. Very unsafe on block. The aerial version of this move is superior in every way.
      • Air Ryujin (j236K) – Jam keeps the same animation but the move has a faster start-up, travels farther (making it slightly harder to punish), and has wall-bounce on counter-hit (which leads into her wall loop). This move becomes very useful once you start confirming f.S > TK Ryujin. When input during the start-up of an airdash, Jam does air Ryujin but flies forward very slowly, making it useless.
        • Charged Ryujin (236K/j236K) – The first staple move that leads into Jam’s wall-loop. Causes wall-stick on hit.


          • Gekirin (214K) – Jam does a flaming axe kick. Hits overhead. Causes ground bounce on hit. Leads into wall loop in the corner. Very punishable on block. Like Ryujin, you’ll be using the aerial version of this move as it is superior.
            • Air Gekirin (j214K) – Aerial version of Gekirin. Hits overhead and causes ground bounce on hit. Harder to punish on block, and next to impossible to punish on block when spaced correctly. When input during the start-up of an airdash, Jam does Gekirin straight downward. This leads to good left-right mix-ups and causes her to recover faster since she hits the ground sooner, making it easier to combo from.
              • Charged Gekirin (214K/j214K) – Charged version of Gekirin. Comes out fast (12 frames). Punishable on block, but hits 3 times and causes a lot of float on hit making it easy to combo from. Useful for mix-up, but very gimmicky.



                • Kenroukaku (623K) – Jam’s DP. She’s does 4 kicks while floating upward. Invulnerable on start-up. While very un-safe on block or wiff, it is possible to cancel into charged Ryujin on block or hit making it either semi-safe or combo-able. Most characters have an okizeme that will cause it to wiff, so use sparingly.

                  • Air Kenroukaku (j623K) – Air version of Jam’s DP. Useless move except for the air-dash version where she does 7 kicks while slowly floating downward. Has ridiculously fast start-up (5f) making it good for cross-ups when combined with the air-dash version. Leads into combos both midscreen and in the corner.

                  [*]Charged Kenroukaku (623K/j623K) – Charged version of Jam’s DP. Useless unless being used to kill.

                  [*]Bakushuu (236S) – Jam’s command slide. In CH state the whole animation. Can go under projectiles as she is in a low stance. Has lots of recovery if not cancelled into one if its follow-ups.

            [*]
            Mawarikomi (236S~P)
            – Jam’s command slide into a dodge. Performed by pressing P during Bakushuu (236S). Can pass through opponents. Only invincible above the feet, so although she can pass through some moves she can still be hit. The usual follow-up to this is throw, since it is your fastest option, and when used right you will be right next to your opponent.

            [*]
            Ashibarai (236S~K)
            – Jam’s split kick. Hits low. Performed by pressing K during Bakushuu. Cancelleable into her charged kicks. Un-safe on block, but because of the cancellable properties, it must still be respected.

            [*]
            Hyappo Shinshou (236S~S)
            – Regular puffball. Performed by pressing S during Bakushuu. Air-unblockable and +1 on block. Causes wall-bounce on CH. Used as a spacing and pressure tool to keep your opponent honest. Wall-bounces on CH and leads into huge damage and lots stun.

            [*]
            Senri Shinshou (236S~HS)
            – HS puffball. Performed by pressing HS during Bakuushu. Air-unblockable. Causes wall-bounce on hit. Different versions of this move are executed by pressing HS different distances from the opponent. Regular version is +4 on block, while cross-up version is +1 on block. Regular version leads to combos on normal hit and counter-hit. Cross-up version only leads to combos on normal hit in the corner, but on CH can leads to combos anywhere on the screen. Has an FRC point on the non-crossup version, making it useful for throw setups and baiting puffball punishes.

            [*]Choujin (236P) – Jam’s command flip. Jam is in CH state for the whole animation. Mainly used for gimmicky mixup and okizeme. The FRC-points (frames 1-3) causes Jam to leap forward. This move can also be performed during her command slide Bakushuu (236S). Note that inputting Choujin causes Jam to face the opposite direction she hoped from, reversing your inputs.

            [*]Air Choujin (j236P) – Jam does Choujin in the air and is in CH state for longer than the ground version. FRC timing changes slightly (frames 7-9). Can only be used after jumping or air-dashing once. If input during airdash startup, she will flip downward instead of up. This property combined with the FRC timing makes this a really good tool for mixups and baits.

            [*]Houeikyaku (j2K) – Dive kick that hits overhead. Only combo-able off of the first hit on RC. Easily throwable (read: punished) if not used correctly.

            [*]Hochifu (546) – Jam’s parry. Performed by inputting 4 and then 6 from neutral. Can only parry highs and mids. Used to punish obvious blockstrings, mixups, and approaches. A successful parry is confirmed by a green orb animation around the area the move was supposed to hit Jam. A separate section on this move can be found here.

Edited by St1ckBuG

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[3.0] Force Breaks, Overdrives and Instant Kill

[3.1] Force Breaks

  • Hyappo Shinshou (236S~D)
    – Force Break Puffball. Consumes 25% tension. +1 on block. Strike invulnerable from frames 3-13. Air-unblockable. Wall-stick on hit. This is her staple move that scares people from moving or pushing a button when she has 25% tension. Her easiest confirm into wall-loop.


    • Breath of Asanagi – Kyoku (22D)
      – Costs 25% tension. Jam is able to charge two kicks. Executed by pressing 22D and then pressing any two button combination of K, S, and HS. Slightly longer recovery than the non-forcebreak version.




      [3.2] Overdrives

      • Renhoukyaku (632146H)
        – Costs 50% tension. Jam makes a huge orb out in front of her that hits 9 times with a vacuum effect. -7 on block. Really only used for a flashy kill, since there are better ways to spend your tension.


        • Choukyaku Hououshou (632146S)
          – Costs 50% tension. Jam rushes forward, does a simple ground combo and then launches the opponent with the picture of a phoenix in the background. Invulnerable on startup and can juggle in the air. If 1st hit does not connect then the rest of the move does not come out, leaving Jam open to be punished. Good for catching back-dashes.

        [*]
        Geki: Saishinhou (236236H)
        – Costs 50% tension. Jam does an upward palm thrust creating a flame pillar from the ground. Fast start-up of only 3 frames. Punishable on block but has an FRC point on frames 3-4. Staggers on the first hit but launches on second hit and can be followed up with air Ryujin. Good reversal.

        [*]
        Tousai Hyakuretsuken (64641236P+K)
        – Jam’s hidden super. Costs 100% tension. Jam rushes forward and does 98 punches followed up by 2 more hits. Does 100 damage. This should never be used unless you want to go for the flashiest kill possible.

        [3.3] Instant Kill

        [*]
        Gasenkotsu (P+K+S+HS > 236236H)
        – After entering IK mode by pressing P+K+S+HS at the same time, input 236236H to execute the IK. Jam rushes forward, and on hit will start shouting a sentence. Punishable on block. Should only be used to kill a dizzied opponent.

Edited by St1ckBuG

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[4.0] BNB Combos

[1] Any Gatling > 2D

[2] Dash 5K > cS > 5H(3) > 6H xx 6P(1) > 5H(3) > 6HH or 6H xx 5K > 2D

[3] 2S CH > Dash 5K > cS > 5H(3) > 6H xx 6P > 5H(3) > 6HH or 6H xx 5K > 2D

[4] IAD 214K > dash cS > fS > jSPS > djH > j236K or djD > 214K

[5] AA fS > jK > jD(2) > j214K > land fS > jK > jD(2) > j214K

[6] Dust ^ jH > j214K > land cS/fS > jSPS > djH > j236K or djD > 214K

[7] j2K(1) RC > 6P(1) > 5H(3) > 6H xx 6P(1) > 5H(3) > 6HH or 6H xx 5K > 2D

[8] Throw > sjD(2) > j214K or sjSH > j623K

[9] Throw FRC > cS > fS > jSPS > djH > j236K or djD > 214K

[10] AA cS > 2H(1) > 6HH > IAD jD > j214K *Only works at specific regions on the screen.

Note:

  • These combos listed are your target combos outside of the wall-loop, which will be covered next. Generally these are your mid-screen combos without enough tension or kick charges to confirm into the wall-loop. They build good meter and/or allow you to gain charge(s) after 2D.

    • j236K enders for air combos yield slightly more damage and dizzy than j214K enders, but j214K enders give better positioning to chase the opponent post-combo.
Edited by St1ckBuG

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[5.0] The Wall Loop

Jam’s main source of damage that leads to knockdown and mix-up in the corner. How many reps and what kind of knockdown you get depends on the starter, character weight, character height on the wall, and how much tension you have and are willing to use. I will try to group it as best as I can, but know this: memorizing combos will only get you so far. Practicing combos off of different starters, on different characters, and at different positions on the screen will slowly teach you the combo theory required to net you the best damage and desired okizeme (if any). As a general rule of thumb, you’ll either have to sacrifice a Ryujin Charge and 25% tension, or just 50% tension to get a knockdown in the corner after wall loop. There are some exceptions to this rule, but off your most common starters this will most likely be the case.

When I say Jam is very free form, I mean it. Rarely will you get the exact same starter at the exact same spot on the screen that you actually practice. New situations will present themselves all the time. You will also be playing against new characters all the time, forcing you to practice your wall loops on them as well. As you play more and more you will slowly learn what works and what doesn’t. Your best bet is to go into practice mode, random select an opponent, give yourself infinite meter, infinite charges, and just go. Never reset your position to the start of the round.

[5.1] Getting the Initial Wall-Stick

You will get your initial wall-stick through three different moves: 236SD, Charged Ryuujin, and 6HH.

  • 236S~D (Force Break Puffball)


    • Force break puffball is Jam’s easiest hit confirm into wall-loop. It is air unblockable and can come out pretty fast. The fact that it has some strike invulnerable frames also makes it useful to go through some moves. It’s also possible to catch back-dashes with this. Combine all 4 of these properties together and you end up with a move that can scare your opponent into not wanting to move or press a button. This will be a crutch when first learning Jam as it leads into decent damage off an easy hit confirm and can be thrown out ‘randomly’ since it is hard to punish and scary to anticipate for some characters.

    • If you stand at the round start position and do FBPB without moving the opponent during the slide, you’ll notice that you won’t get any wall-stick: the opponent will go flying, but the screen will zoom out and they will fall to the ground. Because of this,
      it’s advised to only use FBPB to get the initial wall stick when you’re within about 1/3 the total length of the stage from the wall
      . To combo off of FBPB within this area, you’re either going to have to run, follow-up with HS puffball, or charged Ryuujin cancel. Sometimes you might even have to back away from the wall so that the initial loop doesn’t pull them out.



      • Charged 236K/j236K


        • This is Jam’s most reliable wall loop starter because it’s her move with the longest amount of untechable time and wall-stick. On most of the cast you can even start the wall loop from corner to corner using this move. She can also combo into it off of almost anything. The only drawback to this move is that you can’t combo off of it if you use it too close to the wall while on the ground, as you won’t recover in time before the opponent falls from the wall-stick. Because of this,
          it’s advised to only use the ground version of charged Ryuujin when you’re greater than ¼ of the length of the stage away from the wall
          . To combo off the ground version of charged Ryujin, you will either follow-up with a FBPB, or run to close the distance. Most of the time though you will probably have to back away from the wall so that the initial loop doesn’t pull them out. The air version uses the same principles, but because of this, you’re able to use it closer to the wall since you’ll be higher in the air giving you more time to recover. The only drawback to the air charged Ryujin is the fact that if you use it on the opponent while on top of their hitbox, it’s very likely that they will go flying in the other direction ruining your combo. Therefore,
          air charged Ryuujin works best when you are either greater that ½ of the total stage length away from the wall (when using a Tiger Knee input), or when greater than normal jumping height off of the ground
          .




          • 6HH


            • When you land 6HH as your initial wall stick, it will usually be off of normal and air-dash Gekirin, air-dash Kenroukaku, or anti-air fS/cS/2H/Parry in the corner. This loop starter will usually allow for more wall-loop reps than charged Ryuujin and FBPB starters. This also leads to more damage and better meter gain since you won’t have to use FBPB to adjust or maintain their height. Your usual follow-ups to start the wall loop after this are dash 2H and dash 5K.




              [5.2] Height and Character Weight Adjustments

              That’s great, you got your initial wall stick! Depending on your starter, their position on the wall and your position from the wall will vary. You’re going to have to make adjustments depending on their character weight, height on the wall, and how many hits it took you to get this far. I will try to go through almost every combination I can think of.

              • Character Wall Loop Weight Classes

                • Normal: Slayer, Testament, Eddie, Venom, Anji, Axl, Johnny, Ky, Zappa, Jam(?)

                • Lights: Bidget, Dizzy, May, Millia, Chipp, Ino, Baiken, Jam(?)

                • Heavies: Potemkin, ABA, Robo-Ky

                • Odd Hitboxes: Sol, Order Sol, Faust



                  The idea of the wall loop is to keep picking them back up after they start falling from the wall stick. You will either have to use 2H(1), 2H(2), or 5K > 2H(1) to pick them up as their falling. On odd hitboxes and weights you might have to use 2S or 2K instead of 5K. On Faust, 5K will almost always wiff. Sometimes a cS can be substituted for walking out of the corner, since it will push you farther out so the 2H wont pull them too far out of the corner. This is all done by feel, and you must learn on your own how to adapt to the different weights and starting heights. There are too many different variables and starting heights to cover in this guide, so I will only list some combos as some examples for you to initially work from.


                  [5.3] Midscreen Starters


                  [1] 5K > cS/FS > 2D xx 236SK > Charged 236K > cS > 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                  • Works on normal weight characters.
                  • The 2D xx 236S~K link is harder to start on heavy weights (very tight link) and not consistent enough to try on lights (they will fly the opposite direction), so it's only advised to do this on normal weights.


                    [2] fS > 2D > j236K > Charged j236K > cS > 2H(1) > 6HH > Dash 2H(2) > 236S~D
                    • This is the starter you want to use for lights instead of [1]. You can cut out the fS.
                    • You're able to use 2H(2) and 2H(1) a lot easier to keep them up on the wall because they float higher.
                    • If they are not low enough the dash 5K will wiff. Practice judging the height.


                      [3] fS xx j236K > Charged j236K > 5K/cS > 2H(1) > 6HH > dash 5K > 2H(1) > 6HH > dash 5K > 2H(1) > 236S~D
                      • Only works on normal or tall height characters. It will wiff on crouching and some standing hitboxes.
                      • Depending on how far you are from the wall you will have to adjust your initial pick-up to cS > 2H(1) or 5K > 2H(1) to compensate for the height.

                    [4] 2S CH > Dash cS > 5H(3) > 236SK > Charged 236K > cS > 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Do not use too close to the wall or they won't be hit up high enough. Can be used at full screen. Best results when used at greater than midscreen.

                    [*]If you land far from the wall, you must run > 2H(1) to catch their fall instead.

                    [*]Works on the whole cast, but sometimes slight adjustments must be made for different weights.

                    [5] Airdash j214K > dash fS > jK > jD(1) j236K > Charged j236K > 5K > 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Works best at midscreen on normals and heavies. Very hard to get to work on lights.

                    [6] 236SH (non-crossup) or CH 236SS > 236SD > Dash 2H(1)/2H(2) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Works on heavies and normals

                    [*]On lights you will want to replace the Dash > 5K with just Dash 2H(2)

                    [7] 623K(1) > Charged j236K xx 236S~D > Dash 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Works at full screen

                    [*]Depending on their height after the 236S~D you might have to do a Dash 5K before the first 2H(1)

                    [*]If done at midscreen, start the wall loop with cS > 2H(1) instead

                    [5.4] Corner Starters

                    [1] 236SD > Dash 2H(1) > 6HH > Dash 5K > 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Works when catching people trying to jump out or push a button

                    [*]Might have to adjust slightly for lightweights since 5K could potentially wiff

                    [2] 2S CH > Dash or 5K > cS > 5H(3) > 236SD > Dash 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Depending on their height after the 236S~D you might have to adjust on heavies by starting with 5K > 2H(1) instead, or they won't be high enough for the second rep.

                    [3] Airdash j214K > 2H(1) > 6HH > Dash 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Easiest on normal weights.

                    [*]Make sure you don't land the first 2H(1) too high on lights for the 6H will wiff.

                    [4] Dust ^ jH > j214K > land walk back cS > 2H(1) > 6HH > Dash 2H(1) > 236S~D

                    [*]Impossible Dust combo.

                    [*]Cannot be done on some light characters.

                    [5] 2D CH > 236SD > Dash 5K > 2H(1) > 6HH > Dash 5K > 2H(1) > 6HH > Dash 5K > 2H(1) > 236S~D

                    [*]Works best on normal weights.

                    [*]On lights replace 5K > 2H(1) with just 2H(2).

                    [*]Third rep is only possible if you start almost point blank, or you'l be pushed too far from the wall to get Dash > 5K or Dash > 2H to connect.

Edited by St1ckBuG

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[6.0] Parry (Hochifu)

Jam is the only character in the game with a parry. There is no “wiff” animation for it like Makoto from BlazBlue. Jam can only parry high and mid attacks. To input parry, you must input 46 (back and then forward) starting from 5 (neutral). If you input parry successfully, Jam will parry any high or mid attack done on her for 8 frames. A successful parry is shown by a green orb animation around the area of contact (example: if the move would’ve hit Jam in the ankles, a green orb will appear around her ankle). If you end up not parrying anything, you cannot parry again for 15 frames, however this does not apply to a successful parry, allowing you to parry multi-hit moves. Pressing any other direction during the input will result in a failed parry.

A successful parry increases your opponent’s hit-stop and decreases your hit-stop depending on the level of the move. This allows you to punish things that originally, if blocked, would’ve been impossible to punish.

Integrating parry into your game-play is a must. It’s a very strong mechanic that applies only to Jam, so people must play differently against her. They cannot be obvious with their godlike jump-ins. They cannot be obvious with their godlike pressure or mix-up. They cannot be obvious with their godlike oki. You have the power to shut down strong options from your opponent, requiring them to actively bait something they cannot see. This is a powerful tool, but you still must use it wisely. If the fact that you’re holding forward for a split second isn’t dangerous enough (you’re not blocking), you also have to remember that she cannot parry lows. Smart players will know how to work around parry, so don’t get too “parry happy”.

An extra technique to learn that uses parry is the “running parry”. If you’re dashing forward, input FD-break and then press forward. Your inputs should look like this: 664K+S6. Going from forward dash input (66) to back (4) will give you the neutral input you need. If you don’t FD, Jam will slide momentarily instead of breaking. She cannot parry during this animation. This technique is useful for approaching in some match-ups. Character with far reaching pokes in neutral can be parried, or sometimes you can preemptively guess that your opponent will push a button to stop your advance. Use wisely, as she can still be hit by lows.

Another thing you should know about is parrying projectiles. Although this might seem like it will put you at an advantage, most of the time it will not. Projectiles do not give your opponent any hit-stop, so the only benefit you will be receiving is your reduced hit-stop. Using slashback against projectiles is much more effective, as you will recover faster than a parry.

Edited by St1ckBuG

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[7.0] Pressure and Mix-up

Jam’s pressure is very straight forward. It revolves around spacing and staggers. The high/low is weak since she only has one standing overhead (5D), which isn’t terribly fast, but its animation is hard to see and it leads to OK damage and knockdown in the corner. Her left/right is weak because she only has IAD Gekirin and Kenroukaku (once you get fast hands). You could say that the cross-up version of HS puffball is useful, but it is very gimmicky since she can be thrown out of it on reaction (the same goes for IAD Gekirin). What makes her pressure scary is tricking the opponent into thinking they’re allowed to either move or press a button. Staggers with 5K, 2S, and fS combined with her pressure “resets”: 6H (+5 and throw invulnerable), 236SS (+1), and 236SH (+4 and +1 for non-cross-up and cross-up, respectively), keep the opponent honest. Once they know what these normals and specials can lead into (big damage and/or hard knockdown) they will be scared to move. Combine this with force break puffball and you have very scary pressure. Get creative and don’t get too predictable. Switch things up slightly to not let your opponent know your next move. Sometimes air-dashing or backing away and resetting to neutral is not a bad idea, especially when you get pushed too far back because of FD. Remember, you have some of the scariest but shortest reach in the game.

[7.1] Gatling Chart

[table=width: 600, class: full_grid, align: center]

[/td]

[td]

P

K

S

H

D

Cancel

5P

5P, 2P, 6P

5K, 2K, 6K

cS, fS, 2S

5H, 2H, 6H

5D, 2D

j, Sp.

6P

2P

5K, 2K

cS, fS, 2S

5H, 2H, 6H

5D, 2D

Sp.

2P

5P, 2P, 6P

5K, 2K

cS, fS, 2S

5H, 2H, 6H

5D, 2D

j, Sp.

5K

2P, 6P

2K, 6K

cS, fS, 2S

5H, 2H, 6H

5D, 2D

j, Sp.

6K

2P

2K

cS, fS, 2S

5H, 2H, 6H

5D, 2D

j, Sp.

2K

6P

5K, 2K

cS, fS, 2S

5H, 2H, 6H

5D, 2D

j, Sp.

cS

6P

6K

fS, 2S

5H, 2H, 6H

5D, 2D

j, Sp.

fS

---

---

2S

5H, 2H, 6H

5D, 2D

j, Sp.

2S

---

5K, 2K

---

5H, 2H, 6H

5D, 2D

Sp.

5H

---

6K

---

6H

---

Sp.

6H

---

---

---

6HH

---

---

6HH

---

---

---

---

---

---

2H

---

---

---

6H

---

j, Sp.

5D

---

---

---

---

---

Homing Jump

2D

---

---

---

---

---

j, Sp.

jP

jP

jK

jS

jH

jD

Sp.

jK

jP

---

jS

jH

jD

Sp.

jS

jP

---

---

jH

jD

j, Sp.

jH

---

---

---

---

---

Sp.

jD

---

---

---

---

---

Sp.

[/table]

[7.2] Tips

  • Good jump cancelable normals: cS, fS, 5K, 2D [These allow for Gekirin/Kenroukaku mix-ups]
  • Good plus normals/specials: 6H (+5), 5k (+1), 236S~S (+1), 236S~H (+4) [These allow you to ‘reset’ pressure and are easy hit-confirms]
  • Good normals for starting pressure: 2S (6f start-up, +0, stagger on CH), 5K (5F start-up, +1, hits low, special hit-stop), fS (good reach, special and jump cancellable)
  • Although Jam doesn’t get much off of her throw, it still must be used as a mix-up tool. You should be using all of your options, not just your best ones.

    • Dash FD-Brake > Throw

    • 5K/2P > Walk > Throw

    • 236S~H FRC > Throw





      [7.3] Common Staggers and Block-strings into Mix-up

      5K > cS > fS > 236S~S

      • If the 5K > cS hit you can go into BnB #2, or if you're too far just do 1 loop of #2.
      • There is a gap between the fS and 236S~S. If they get CH by 236S~S it's going to hurt.
      • If they block the whole thing 236S~S is +1 on block (read: safe).


        2S > 2S
        • Since 2S doesn't gatling into itself and is +0, there is a gap between the hits. On CH you get a free combo. 2S has a 6F start-up (which is pretty fast), so if they try and push a button too late you will win.


          5K > 5K
          • 5K is +1 and has a 5F start-up, so it will most likely beat all mashing.
          • Because there is a special hit-stop on 5K people tend to react slower to the gap.


            5K > fS/cS > 2D
            • If the 5K hits you either get a free knockdown and charge, or can go into a 2D wall loop confirm.
            • 2D is special and jump cancellable, so options like puffball, IAD Gekirin (j214K) for the cross-up, and j2K (to keep yourself close) exist. Remember: cycle though all of your options randomly!


              fS > 2D FRC > Dash FD-Break Throw

              • Regardless if fS hits or not, the 2D FRC is very fast. People will be scared of your follow-ups so they will most likely stay put. Throws are fast so use them to your advantage.

              5K > 5D

              [*]5K hits low, so this is low > high mix-up

              [*]5D isn't extremely fast (24F), but the animation is hard to react to

              5K > cS > 5H(3) > 6H

              [*]If the 5K hits you can go straight into ground-loop (combo #2)

              [*]5H(3) > 6H cranks guard bar

              [*]If blocked, 6H is +5, giving you the chance to continue your pressure

              5K > cS > 5H(3) > 236S~H FRC > Throw

              [*]A variation of the block-string above.

              [*]Usually people will be scared of your 6H so they won't be mashing or moving, allowing you to get away with this throw setup.

              [7.4] Pressure Tips and Bad Pressure Habits

              Jam has very scary pressure and mix-up, but it's mostly due to her speed combined with all of her options. If you take away her speed or her options, you're make her a character that is very easy to read. For example: if you only do a couple of her pressure options, it's very likely that your opponent will adapt and start punishing you for it or find easy ways out of your pressure and/or mix-up. DON'T GET TOO PREDICTABLE! GET CREATIVE! THERE ARE TONS OF DIFFERENT OPTIONS AVAILABLE TO YOU! This is probably the best all around advice I can give you if you plan on playing Jam, but, there are still a couple things you can do to make your life a little easier and your opponents life more difficult.

              Starting Pressure with a Deep jH

              [*]When approaching from there air, you really only have 2 options: jPxN and jH. A lot of Jam players when first starting out will do a lot of air-dash jH in order to get in. Let's face it, your spacing is bad and approaching from the ground can be scary at times. jH is a really easy hitconfirm and can punish wiffed normals. If you do cross-up jH and they block it you'll usually be too far to be punish, but if you do a deep jH and they block, any button you press after landing can be thrown 100% due to landing recovery. This is what people do in GG: they throw you. It's fast, reliable and hard to break (and sometimes even impossible). In order to get around this you need to be able to visually confirm if the move hits or not. If jH hits you can go into your combo, if they block you should cancel into j2K as it is +8 on block. This will make your jump-in safe and put you at an advantage. If you do jPxN and they block you will most likely want to cancel into j2K or jH > j2K, as well, to make it safe.

              Gekirin (214K/j214K) Over-use and Spacing

              [*]Over-use - All moves have start-up. A lot of new Jam players will be using this move a lot since it can be hard to punish and leads to pretty good damage, even without a charge or tension. A big problem is when this move becomes too predictable, since there are plenty of answers to it. It can be anti-air'd for free. Free. It can also be airthrown on reaction. Do not flow chart with this move. When playing a good opponent, they will punish you for using it too predictably. Kick the habit now (no pun intended). Remember: flow through your pressure options freely.

              [*]Spacing - When you use this move, most of the time you will be taking a risk (Note: sometimes it is used to punish things on reaction, not just an offensive mix-up). It's a risk because the move has landing recovery, so if you don't space it well and you do a deep IAD Gekirin, your opponent will be able to punish you, on block, for free with either a fast normal or throw. At some point your opponents will start to air IB the attempt and punish you with a ground throw. One way around this is to space it better. Instead of using IAD Gekirin, TK Gekirin could be used in it's place, especially in the corner. If you hit with just the foot of Jam's leg, you will be at a distance where the recovery is impossible to punish. If you do an IAD Gekirin directly over your opponent, you're setting yourself up for the worst case scenario. To avoid this as much as possible, try spacing Jam's hit box so that you're hitting with the extension of her leg. Although this will take away the ambiguity of the cross-up, it will make your move harder to punish on block.

Edited by St1ckBuG

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[8.0] Okizeme

[8.1] Midscreen Okizeme

Jam's midscreen oki is very straight forward. It's advised that on your first knockdown you charge Ryujin (22K). Combines this with 25% tension and you can go into wall loop off of almost any hit, anywhere on the screen. Because of this, some people will burst 50 damage combos that end in knockdown midscreen just because they don't want you to get a charge. Yes, it's that serious. Most of your midscreen knockdowns will come off of 2D or airthrow.

Charge Ryujin (22K)

  • As stated above, you always want a charge stocked. It's advised that your first knockdown go to getting a Ryujin Charge. Jam will not be able to safely approach after doing this due to it's recovery, but sometimes you can get away with moving in again if the opponent is scared. Just realize that you are pretty much sacrificing okizeme to power-up your abare. Note: you will recover from 22K in time to block reversals.


    Meaty 6H
    • 6H is throw invulnerable and +5. In GG, wake-up throw is a viable option because it's so fast, but this one option will stuff any throw attempts clean. If they block, congratulations, you're +5 (or more, depending on which frame it connected). The only thing you want to watch out for is a poorly spaced and timed 6H. If you do a meaty 6H point blank and they IB, your only safe follow-up will be 6HH, since any attempt to dash in or push a button can be thrown, but not many people know this. Note: meaty 6H will lose to reversals such as supers and DP's.


      2D > Jump Cancel > j236P > Air-dash Back Gekirin (j214K)
      • This is some-what of a which-way. Which side the Gekirin hits on will be determined by how far away you are after the 2D knockdown and which direction you decide to jump cancel. It's very deceiving since this move will land on the same side you came from about 90% of the time. This will also lose to most reversals and I wouldn't be surprised if you could be air-thrown out of it. Make sure you're not too far in front of the opponent when you decide to input the air-dash Gekirin, as sometimes you will come down and it will wiff, leaving you open to be punished.


        Jump Over > Air-dash Back Choujin (j236P) FRC
        • Unlike the Gekirin setup, you're more in control of which side you will land on. Depending on when you input the air-dash over your opponent you can land on either side. After the FRC you will be facing them no matter what. after the FRC you have a few options:

          • Block - You won't be in the Choujin animation anymore so you can block reversals.

          • jS - This will launch them for a free air combo. If you have a Ryujin charge you can probably go into wall loop.

          • Land 5K - Goes low. Be careful tough, since you can probably be thrown.

          • Land 6H/Throw - If you land too far away from them you'll get 6H. What's great about this is 6H is throw invulnerable so you could potentially get a free CH.





            2D > 236S > 236P > Air-dash Kenroukaku (j623K)

            • Depending on the timing of the air-dash you can control which side you hit on. This is probably the fastest which-way in the game since Kenroukaku has a 5F startup. On hit you launch the opponent up off the ground, so you will want to land 5K into a simple air combo, or you can start your wall loop with 5K > 2H > 236S~D or 236K > Charged j236K. On block you will have 6 frames of landing recovery, so you can most likely be thrown. You will still lose to reversals with this option, but you can cross up their inputs.


              [8.2]Corner Okizeme

              This is what you want: knockdown in the corner. Jam really only has 2 good options in the corner, but because they're both good, this gives rise to a few more options since most opponents fail to distinguish between the different setups and what they can lead to since they are very, very similar.

              236S~D > Dash 2H(1)
              • 2H(1) has 25F of untechable time. If the 236S~D makes them stick to the wall too high, sometimes this can give you that extra untech time that you need to get the hard knockdown. After the 2H(1) you have a few options:

              [*]
              Ryujin Charge (22K) - Out of meter? Use your charge to get the combo into knockdown? Get that charge back. I'm can't stress enough how important always having a charge stocked is. You might be sacrificing good oki, but you'll be preserving your abare, which is what makes Jam so scary.

              [*]
              236S~P - The 2H(1) pulls the opponent out of the corner slightly since it has a vacuum effect, so you're using the 236S~P to pass through them. This puts you in the corner. From here you have 2 options:

            [*]
            [*]
            IAD Back Choujin (j236P) FRC - This puts you back out of the corner above them. Very fast, and very scary. From here you have all of the same options as the midscreen Choujin setup.

            [*]
            [*]
            IAD Back jD - Once they get scared of the Choujin setup, it's possible to get away with this since it's impossible to react to one or the other. On hit you will only be able to settle for an air combo.

            236S~D > 236S~H > 236S > 236P

            [*]236S~H has wall bounce, so they will bounce back out of the corner. While they're bouncing back out, you input 236S to push them back in a little bit. Before they're completely back in the corner you want to input 236P (Choujin) so that they are knocked down slightly out of the corner, and you're in the corner above them.From here you only have 1 option, bit it's scary as hell:

            [*]
            Air-dash Kenroukaku (j623K) - Just like the midscreen setup, depending on when you input the airdash you can control which side you hit on. You can go back into the wall loop on either side, but you need at least 25% meter if your back is to the corner. This is very fast left-right.

            236S~D > 236S > 236P > Air-dash Back Gekirin (j214K)

            [*]Because this looks similar to the air-dash Kenroukaku setup, sometimes people will block as if you crossed them up in the corner. On hit you receive a free 3 rep corner loop. On block you could potentially be thrown upon landing.

            236S~D > Run Jump Air-Dash Kenroukaku

            [*]This is sort of a throw-bait. In GG, most people will mash throw if they think you're going to do an empty jump into low since it will beat pretty much any button you decide to press. Instead you're going to air-dash Kenroukaku. This leads into wall loop on hit, but sometimes you will pull them out of the corner slightly, making it harder to combo out of. I've also seen this beat reversal DPs on wake-up before. On block you will have landing recovery, but you will probably be push a little far away.

Edited by St1ckBuG

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[9.0] Gimmicks

So what is a gimmick? A gimmick is something you will only get away with once against a smart player. Sometimes you won't even get away with it at all. It's advised that you don't abuse them too much. Save them for the right moment!

236S~H Cross-up Tech Trap

  • On normal hit, the cross-up version of 236S~H is impossible to combo off of midscreen unless you RC. It launches the opponent and bounces them off of the side of the screen, but they will be able to tech just before you're able to land a hit. If they do the earliest possible tech, they will be right in the air in front of you, which is perfect for a tech trap. As soon as they tech, jump up and air-throw them for a free knockdown into either charge or mix-up. For them to escape this they need to either delay their tech or break the throw. Good players will build and air-throw break into their tech if they feel a setup like this coming. If they don't tech you could get a free combo, but you will have to commit to either the air-throw or going for the hit-confirm (unless you have godlike reflexes).


    Air Combo > Choujin (236P) Tech Trap

    • After a simple air combo, special cancel the last air normal into Choujin (j236P). This will usually put you exactly where the opponent will tech, setting you up for the perfect air-throw tech-trap. Like above, the opponent can get out of this by delaying their tech or escaping your throw. Do note, however, that if they delay their tech till after your jH comes out, it's possible that they can throw you instead!


      Throw Combo into Air-dash Kenroukaku (j623K) Mix-up

      • Your normal ground throw followups are usually sjD(2) > Gekirin (j214K) or sjSH > Kenroukaku (j623K). For the latter, instead of going into j623K, end the combo at jH and fall with your opponent. In GG, teching high up in the air usually puts you at a disadvantage so most players will delay their tech until they are close to the ground. Sometimes, players will even delay their tech until the last few frames of being airborne, neutral tech, and then land on the ground before you, putting you at a disadvantage. While you're falling with them as they delay their tech, as soon as you get close to the ground input air-dash Kenroukaku. Most likely they will tech at this height and you will get a free left-right mix-up. Depending on your height you might be able to follow-up with this into a combo. Your opponent can easily avoid this by teching early, so don't get frustrated if they mash tech. Usually you want to get a feel for your opponents teching habits before going for this.

      236S~K > Gekirin Charge (214K) Mix-up

      [*]You will notice that charged 214K is almost never brought up throughout this entire guide. This is for good reason: it is very unsafe on block. The only fact that this mix-up will ever work is because it's almost never used. When people play against Jam, they tend to not keep track of what type of charge you got, they just accept that fact that you got a charge. The charging animation doesn't change depending on which button you press, so most people just assume you charged Ryujin (236K) (since it is, by far, her most useful charge). Charged Gekirin does have it's usefulness though, as it hits overhead and you can make it come out pretty fast. If you input 236S~K > 214K as fast as possible, you're talking about a 21 frame overhead. Charged Gekirin has a lot of float on hit, so it is very easy to confirm out of. Another thing to note is 236S~K hits low, so this could also be considered low/high mix-up if you delay the Gekirin input enough.

Edited by St1ckBuG

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