GGXRD-R2/Slayer/Matchups/Jam Kuradoberi

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GGXRD-R2 Slayer Portrait.pngGGXRD-R Jam Portrait.png

Matchup Overview

Jam is a very mobile character with strong neutral and defensive options.

6H

Overview

Slayer 6P Jam 6H.jpg

Jam 6H is a poke that's inconvenient to play around as Slayer. This move has long reach, low crush, low-reaching hitbox, and high return on counter-hit all while being fairly safe on block.

Details

  • 14f startup, low crush from frame 4-13, but will not low crush during active frames
  • Only -6 on block, and special cancelable.
  • Hits low enough to catch Slayer 6P.
  • Increases Jam's 6H throw range, to make it one of the longest normal throws in the game, which also leads to a combo.

Counterplay
Countering 6H alone is not particularly difficult, you can outrange it with BDC and P dandy, and you can also consistently stop it with any mid attack like 5K or mappa, or even Pilebunker. When dealing with 6H, you mostly have to be careful about using pokes like 6P, 2K, 2H and 2D, as these moves consistently lose. A very spaced 6P is possible, you just have to be early enough when you do it.

On block, Jam 6H is only -6, for a humble 5PK mappa punish at best, even on IB. However, most Jam's like to cancel this move, and you have a lot of rewarding call-outs for the different specials:

  • 6H 236S~S (puffball) --> 7f gap on normal block, so you can 2P or 2K, forward dash c.S, P pile, BDC mappa,
  • 6H 236S~K (low-kick) --> delay throw, BDC mappa can whiff

2D

Overview
Good range and speed, and decent value as low-profile move.

Details

  • 6f startup, which means it can trade with a lot of moves in Jam's favor.
  • The leg hovers above the ground during active frames, which can beat 2K and can make it hard to CH with 2H.
  • Low profile 4-9, which most notably goes under: 5K and the first part of 6H
  • The leg part of the attack is also low enough to go under 6P, UP, Pile and CWH when spaced.

Counterplay
Jam 2D low profile is mostly only good enough for going under 5K, most other mid attacks will beat it. The challenge comes when you don't have frame-advantage or if you are spaced far out. However, even here, you still have a lot of options as Slayer:

  • At Slayer -1, you can generally forward dash through 2D and get a powerful c.S crouch whiff-punish.
  • BDC or FDC P dandy will often work as long as you are close enough.
  • Slayer 6K will go over Jam 2K if you have frame-advantage.
  • Avoid strings like 5K 5K, 5K 6H, 6H PUP, and IL 5K.

Parry (46)

Overview
Parry that can punish a lot of your attacks if you are not careful with your offense.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay



Various Jam specific combos
Combo Notes
c.S f.S > c.S f.S > 5PK > K mappa Damage route, leaves you at a nice K mappa spacing.
c.S f.S > walk > c.S f.S > c.S f.S > 5K > 2D crouching only route.
c.S f.S > c.S f.S > 2KKD easier crouch route
2K > c.S > 2D 2K c.S f.S 2KD will not work
2K > 5PK > P mappa combo for when you are spaced outside 2K c.S range.
2KPSH > 5K > j.K~D combo text
It's late > c.S f.S > 5K > 2D crouching confirm
It's late > 2K > mappa meaty It's late hit, cannot confirm into 2D
It's late > 2KKD crouching meaty It's late confirm
6K > c.S f.S > c.S f.S > 5K > 2D combo text
CH 5H > IAD j.D2K > j.PD > c.S > j.SHD2K > j.PK > dj.HD the combo you do when you want to punish Jam hard for dashing in
Bite > CH K mappa > 2SH > 5K > j.K~D grey beat combo
6H > P pile combo text

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